@Override
  public void onDrawFrame(GL10 unused) {
    if (VERBOSE) Log.d(TAG, "onDrawFrame tex=" + mTextureId);
    boolean showBox = false;

    // Latch the latest frame.  If there isn't anything new, we'll just re-use whatever
    // was there before.
    mSurfaceTexture.updateTexImage();

    // If the recording state is changing, take care of it here.  Ideally we wouldn't
    // be doing all this in onDrawFrame(), but the EGLContext sharing with GLSurfaceView
    // makes it hard to do elsewhere.
    if (mRecordingEnabled) {
      switch (mRecordingStatus) {
        case RECORDING_OFF:
          Log.d(TAG, "START recording");
          // start recording
          mVideoEncoder.startRecording(
              new TextureMovieEncoder.EncoderConfig(
                  mOutputFile, 480, 480, 1000000, EGL14.eglGetCurrentContext()));
          // TODO: get optimal width and height according to specified devices
          mRecordingStatus = RECORDING_ON;
          break;
        case RECORDING_RESUMED:
          Log.d(TAG, "RESUME recording");
          mVideoEncoder.updateSharedContext(EGL14.eglGetCurrentContext());
          mRecordingStatus = RECORDING_ON;
          break;
        case RECORDING_ON:
          // yay
          break;
        default:
          throw new RuntimeException("unknown status " + mRecordingStatus);
      }
    } else {
      switch (mRecordingStatus) {
        case RECORDING_ON:
        case RECORDING_RESUMED:
          // stop recording
          Log.d(TAG, "STOP recording");
          mVideoEncoder.stopRecording();
          mRecordingStatus = RECORDING_OFF;
          break;
        case RECORDING_OFF:
          // yay
          break;
        default:
          throw new RuntimeException("unknown status " + mRecordingStatus);
      }
    }

    // Set the video encoder's texture name.  We only need to do this once, but in the
    // current implementation it has to happen after the video encoder is started, so
    // we just do it here.
    //
    // TODO: be less lame.
    mVideoEncoder.setTextureId(mTextureId);

    // Tell the video encoder thread that a new frame is available.
    // This will be ignored if we're not actually recording.
    mVideoEncoder.frameAvailable(mSurfaceTexture);

    if (mIncomingWidth <= 0 || mIncomingHeight <= 0) {
      // Texture size isn't set yet.  This is only used for the filters, but to be
      // safe we can just skip drawing while we wait for the various races to resolve.
      // (This seems to happen if you toggle the screen off/on with power button.)
      Log.i(TAG, "Drawing before incoming texture size set; skipping");
      return;
    }
    // Update the filter, if necessary.
    if (mCurrentFilter != mNewFilter) {
      updateFilter();
    }
    if (mIncomingSizeUpdated) {
      mFullScreen.getProgram().setTexSize(mIncomingWidth, mIncomingHeight);
      mIncomingSizeUpdated = false;
    }

    // Draw the video frame.
    mSurfaceTexture.getTransformMatrix(mSTMatrix);
    mFullScreen.drawFrame(mTextureId, mSTMatrix);

    // Draw a flashing box if we're recording.  This only appears on screen.
    showBox = (mRecordingStatus == RECORDING_ON);
    if (showBox && (++mFrameCount & 0x04) == 0) {
      drawBox();
    }
  }