Searched refs:SL_OBJECT_STATE_REALIZED (Results 1 – 3 of 3) sorted by relevance
49 state = SL_RESULT_SUCCESS == result ? SL_OBJECT_STATE_REALIZED : in HandleRealize()53 state = SL_OBJECT_STATE_REALIZED; in HandleRealize()107 if (isSharedEngine && (SL_OBJECT_STATE_REALIZED == state)) { in IObject_Realize()140 state = (SL_RESULT_SUCCESS == result) ? SL_OBJECT_STATE_REALIZED : in IObject_Realize()192 state = SL_RESULT_SUCCESS == result ? SL_OBJECT_STATE_REALIZED : in HandleResume()196 state = SL_OBJECT_STATE_REALIZED; in HandleResume()268 thiz->mState = (SL_RESULT_SUCCESS == result) ? SL_OBJECT_STATE_REALIZED : in IObject_Resume()310 case SL_OBJECT_STATE_REALIZED: in IObject_GetState()347 if ((SL_OBJECT_STATE_REALIZED != thiz->mState) && in IObject_GetInterface()
87 } else if (SL_OBJECT_STATE_REALIZED != object->mState) { in AcquireStrongRef()
220 #define SL_OBJECT_STATE_REALIZED ((SLuint32) 0x00000002) macro