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author | Aman Gupta <aman@tmm1.net> | 2017-10-05 11:58:37 -0700 |
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committer | wm4 <wm4@nowhere> | 2017-10-09 18:36:54 +0200 |
commit | 8fc21fd0d5aa733eb4388c68d22c8f1748f16e33 (patch) | |
tree | ed8cd273727edd72f3cac74bba764409c08d551c /wscript_build.py | |
parent | e80a2a572dd7a426fc11b3776985b99460214d75 (diff) | |
download | mpv-8fc21fd0d5aa733eb4388c68d22c8f1748f16e33.tar.bz2 mpv-8fc21fd0d5aa733eb4388c68d22c8f1748f16e33.tar.xz |
vo_gpu: add android opengl backend
At the moment, rendering on Android requires ``--vo=opengl-cb`` and
a lot of java<->c++ bridging code to receive the receive and react to
the render callback in java. Performance also suffers with opengl-cb,
due to the overhead of context switching in JNI.
With this patch, Android can render using ``--vo=gpu --gpu-context=android``
(after setting ``--wid`` to point to an android.view.Surface on-screen).
Diffstat (limited to 'wscript_build.py')
-rw-r--r-- | wscript_build.py | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/wscript_build.py b/wscript_build.py index 187ecfceae..1344b39a5e 100644 --- a/wscript_build.py +++ b/wscript_build.py @@ -425,6 +425,7 @@ def build(ctx): ( "video/out/opengl/context_drm_egl.c", "egl-drm" ), ( "video/out/opengl/context_dxinterop.c","gl-dxinterop" ), ( "video/out/opengl/context_mali_fbdev.c","mali-fbdev" ), + ( "video/out/opengl/context_android.c", "android" ), ( "video/out/opengl/context_rpi.c", "rpi" ), ( "video/out/opengl/context_vdpau.c", "vdpau-gl-x11" ), ( "video/out/opengl/context_wayland.c", "gl-wayland" ), |