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Searched refs:Signaled (Results 1 – 6 of 6) sorted by relevance

/frameworks/native/cmds/surfacereplayer/replayer/
DEvent.cpp25 waitUntil(Event::EventState::Signaled); in readyToExecute()
31 changeState(Event::EventState::Signaled); in complete()
DEvent.h34 Signaled, // Signaled by main thread, about to immediately switch to Running enumerator
DREADME.md232 - **Signaled** - The worker has just been signaled by the main thread
238 state once **Signaled**. This last step exists in order to communicate back to the main thread that
248 During a **BuferUpdate**, the worker thread will wait until **Signaled** to unlock and post a
/frameworks/native/libs/ui/include_vndk/ui/
DFence.h117 Signaled, // Fence is valid and has signaled enumerator
130 return Status::Signaled; in getStatus()
/frameworks/native/libs/ui/include/ui/
DFence.h117 Signaled, // Fence is valid and has signaled enumerator
130 return Status::Signaled; in getStatus()
/frameworks/native/services/surfaceflinger/
DBufferStateLayer.cpp379 return getDrawingState().acquireFence->getStatus() == Fence::Status::Signaled; in fenceHasSignaled()