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Searched refs:pools (Results 1 – 3 of 3) sorted by relevance

/frameworks/av/media/codec2/sfplugin/
DCCodecBufferChannel.cpp165 Mutexed<BlockPools>::Locked pools(mBlockPools); in CCodecBufferChannel() local
166 pools->outputPoolId = C2BlockPool::BASIC_LINEAR; in CCodecBufferChannel()
1039 Mutexed<BlockPools>::Locked pools(mBlockPools); in start() local
1042 pools->inputAllocatorId = (graphic) ? C2PlatformAllocatorStore::GRALLOC in start()
1076 pools->inputAllocatorId = allocator->getId(); in start()
1088 if ((poolMask >> pools->inputAllocatorId) & 1) { in start()
1089 err = CreateCodec2BlockPool(pools->inputAllocatorId, nullptr, &pool); in start()
1091 mName, pools->inputAllocatorId, in start()
1109 pools->inputPool = pool; in start()
1209 Mutexed<BlockPools>::Locked pools(mBlockPools); in start() local
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/frameworks/av/media/codec2/components/cmds/
Dcodec2.cpp220 std::unique_ptr<C2PortBlockPoolsTuning::output> pools = in play() local
223 (void)component->intf()->config_vb({pools.get()}, C2_DONT_BLOCK, &result); in play()
/frameworks/base/packages/SystemUI/docs/
Dexecutors.md27 generally speaking - shared thread pools; priority queues; etc.