Searched refs:state (Results 1 – 8 of 8) sorted by relevance
82 CHECK_EQUAL((uint32)0, state.lowProcessed); in SUITE()84 state.highProcessed++; in SUITE()87 CHECK_EQUAL((uint32)0, state.taskPrio); in SUITE()112 state.normalProcessed++; in SUITE()115 if (state.taskPrio == 0) in SUITE()117 state.taskPrio = 1; in SUITE()122 CHECK_EQUAL((uint32)1, state.taskPrio); in SUITE()144 state.lowProcessed++; in SUITE()147 if (state.taskPrio == 1) in SUITE()149 state.taskPrio = 2; in SUITE()[all …]
143 volatile WorkerThreadState& state = workerStates[workerIndex]; in SUITE() local144 return &state; in SUITE()196 WorkerThreadState& state = workerStates[i]; in SUITE() local197 state.Reset(); in SUITE()207 WorkerThreadState& state = workerStates[i]; in SUITE() local209 CHECK_EQUAL(TASK_COUNT_PER_WORKER, state.counterPhase0); in SUITE()210 CHECK_EQUAL(TASK_COUNT_PER_WORKER, state.counterPhase1); in SUITE()
87 uint32 state; variable92 : state(2578432553) in LcgRandom()98 state = seed; in SetSeed()103 state = 214013 * state + 2531011; in Get()104 uint16 rnd = (state >> 16); in Get()
99 Atomic32<int32> state; member
47 , state(ThreadState::ALIVE) in ThreadContext()58 , state(ThreadState::ALIVE) in ThreadContext()
133 threadContext[i].state.Store(internal::ThreadState::EXIT); in JoinWorkerThreads()475 while(context.state.Load() != internal::ThreadState::EXIT) in SchedulerFiberMain()
104 - CHECK macros do not have side effects even if one of the parameters changes state
284 In the "Textures" state table, increment the TEXTURE_INTERNAL_FORMAT