Searched refs:sync_status (Results 1 – 14 of 14) sorted by relevance
8 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex9 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.fragment10 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex_and_fragment11 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.compute
36 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex37 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.fragment38 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex_and_fragment39 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.compute
3670 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex3671 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.fragment3672 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex_and_fragment3673 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.compute
3682 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex3683 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.fragment3684 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex_and_fragment3685 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.compute
792 WORD32 sync_status = aac_state_struct->sync_status; in ixheaacd_latm_header_decode() local800 if (sync_status == 0) { in ixheaacd_latm_header_decode()874 sync_status = 1; in ixheaacd_latm_header_decode()875 aac_state_struct->sync_status = sync_status; in ixheaacd_latm_header_decode()882 } while (sync_status == 0); in ixheaacd_latm_header_decode()896 sync_status = 0; in ixheaacd_latm_header_decode()897 aac_state_struct->sync_status = sync_status; in ixheaacd_latm_header_decode()
196 WORD32 sync_status; member
1414 p_state_enhaacplus_dec->sync_status = 0; in ixheaacd_dec_init()
515 auto sync_status = log_file_->Sync(); in PopulateAndSaveEntry() local516 if (!sync_status.ok()) { in PopulateAndSaveEntry()519 << sync_status.ToString(); in PopulateAndSaveEntry()
502 Status sync_status = Sync(); in Close() local503 if (sync_status.ok()) { in Close()506 return sync_status; in Close()
3660 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex3661 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.fragment3662 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex_and_fragment3663 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.compute
3661 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex3662 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.fragment3663 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.vertex_and_fragment3664 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.sync_status.compute