Searched refs:Signaled (Results 1 – 10 of 10) sorted by relevance
45 Signaled, // Fence is valid and has signaled enumerator61 return Status::Signaled; in getStatus()
26 waitUntil(Event::EventState::Signaled); in readyToExecute()32 changeState(Event::EventState::Signaled); in complete()
36 Signaled, // Signaled by main thread, about to immediately switch to Running enumerator
232 - **Signaled** - The worker has just been signaled by the main thread238 state once **Signaled**. This last step exists in order to communicate back to the main thread that248 During a **BuferUpdate**, the worker thread will wait until **Signaled** to unlock and post a
117 Signaled, // Fence is valid and has signaled enumerator130 return Status::Signaled; in getStatus()
137 return mTexture && mDrawFence->getStatus() == Fence::Status::Signaled; in hasReadyBuffer()271 if (texture->getReadyFence()->getStatus() != Fence::Status::Signaled) { in render()
645 getDrawingState().acquireFence->getStatus() == Fence::Status::Signaled; in fenceHasSignaled()
975 (mLastDrawFence != nullptr && mLastDrawFence->getStatus() != Fence::Status::Signaled); in canSkipPostRenderCleanup()
912 (mLastDrawFence != nullptr && mLastDrawFence->getStatus() != Fence::Status::Signaled)) { in cleanupPostRender()