Searched refs:signaled (Results 1 – 8 of 8) sorted by relevance
103 bool signaled = false; in TEST() local112 while (!signaled) { in TEST()131 signaled = true; in TEST()
49 indicates whether the fence has ever been signaled. Once signaled the127 new native fence object is signaled when the EGL native fence sync object128 is signaled.131 the sync is signaled by the associated client API context, causing any134 fence object is also signaled when the condition is satisfied. The138 object will not be signaled until all effects from these commands on the
317 bool signaled = false; in signalAllForTest() local330 signaled = true; in signalAllForTest()334 ALOGE_IF(!signaled, "signalAllForTest: Nothing to signal."); in signalAllForTest()
107 bool signaled() const { return signaled_; } in signaled() function
176 uint32_t signaled_mask = signaled() ? BufferHubDefs::kFirstClientBitMask : 0; in GetBufferInfo()178 signaled_mask |= consumer->signaled() ? consumer->client_state_mask() : 0; in GetBufferInfo()
232 - **Signaled** - The worker has just been signaled by the main thread
8387 …device: device, signaled: (pCreateInfo.flags == as!VkFenceCreateFlags(VK_FENCE_CREATE_SIGNALED_BIT…8416 fenceObject.signaled = false11987 bool signaled
989 // Network Agent network validation failed, user signaled network unwanted