Home
last modified time | relevance | path

Searched refs:GL_ALREADY_SIGNALED (Results 1 – 15 of 15) sorted by relevance

/external/deqp/modules/gles3/functional/
Des3fSyncTests.cpp230 …case GL_ALREADY_SIGNALED: log << TestLog::Message << "// GL_ALREADY_SIGNALED" << TestLog::EndMess… in iterate()
240 if (m_caseOptions & CASE_FINISH_BEFORE_WAIT && waitValue != GL_ALREADY_SIGNALED) in iterate()
/external/swiftshader/src/OpenGL/libGLESv2/
DFence.cpp131 return GL_ALREADY_SIGNALED; in clientWait()
/external/deqp/doc/testspecs/GLES3/
Dfunctional.fence_sync.txt46 value is required to be GL_ALREADY_SIGNALED.
/external/deqp/modules/gles3/stress/
Des3sSyncTests.cpp223 case GL_ALREADY_SIGNALED: break; in iterate()
/external/mesa3d/src/mesa/main/
Dsyncobj.c336 ret = GL_ALREADY_SIGNALED; in _mesa_ClientWaitSync()
/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/
Dgl3.h762 #define GL_ALREADY_SIGNALED 0x911A macro
/external/mesa3d/include/GLES3/
Dgl3.h951 #define GL_ALREADY_SIGNALED 0x911A macro
Dgl31.h951 #define GL_ALREADY_SIGNALED 0x911A macro
Dgl32.h951 #define GL_ALREADY_SIGNALED 0x911A macro
/external/swiftshader/include/GLES3/
Dgl3.h953 #define GL_ALREADY_SIGNALED 0x911A macro
/external/deqp/framework/opengl/wrapper/
DglwEnums.inl1388 #define GL_ALREADY_SIGNALED 0x911A macro
/external/swiftshader/include/GL/
Dglcorearb.h1556 #define GL_ALREADY_SIGNALED 0x911A macro
Dglext.h1443 #define GL_ALREADY_SIGNALED 0x911A macro
/external/mesa3d/include/GL/
Dglcorearb.h1575 #define GL_ALREADY_SIGNALED 0x911A macro
Dglext.h1462 #define GL_ALREADY_SIGNALED 0x911A macro