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Lines Matching refs:signaled

163     Sync objects have a status with two possible states: <signaled> and
168 signaled. Sync objects may also be signaled or unsignaled explicitly.
222 signaled by the associated client API context, causing any
227 will not be signaled until all effects from these commands on the client
233 fence command is issued, and signaled every time a previous fence command
257 signaled, or until a specified timeout value expires. If <sync> is
258 signaled at the time eglClientWaitSyncNV is called then eglClientWaitSyncNV
261 <sync> to become signaled.
270 always be returned if <sync> was signaled when eglClientWaitSyncNV was
273 timeout period expired before <sync> was signaled. A return value of
274 EGL_CONDITION_SATISFIED_NV indicates that <sync> was signaled before
277 Note that a fence sync object can be in the signaled state because one of
280 1. A previously inserte fence has completed and has signaled the sync
283 signaled state by default, unless the attribute EGL_SYNC_STATUS_NV
285 3. The sync object was signaled by a previously issued
288 If the sync object being blocked upon will not be signaled in finite time
323 from unsignaled to signaled, then at least one eglClientWaitSyncNV
330 EGL_SIGNALED_NV Set the status of <sync> to signaled
459 object transitions to the signaled state. Sync object status is
460 either signaled or unsignaled. More detailed rules describing
464 R1) A sync object has two possible status values: signaled or
468 R2) When created, the state of the sync object is signaled by
482 its associated sync object to the signaled state. The only
492 object transitions to the signaled state.
497 TRUE if the sync object is in the signaled state. Note that
502 signaled state. If the sync object is already in the
503 signaled state, it stays in that state.
508 object it was waiting on is in the signaled state, it will
512 are in the signaled state (also see issue 12).
514 set the sync object in the signaled or unsignaled state.