Searched refs:callbackHandles (Results 1 – 4 of 4) sorted by relevance
160 for (auto& handle : mDrawingState.callbackHandles) { in onLayerDisplayed()196 for (const auto& handle : mDrawingState.callbackHandles) { in releasePendingBuffer()203 for (auto& handle : mDrawingState.callbackHandles) { in releasePendingBuffer()223 mDrawingState.callbackHandles, jankData); in releasePendingBuffer()225 mDrawingState.callbackHandles = {}; in releasePendingBuffer()240 for (const auto& handle : mDrawingState.callbackHandles) { in finalizeFrameEventHistory()577 mDrawingState.callbackHandles.push_back(handle); in setTransactionCompletedListeners()661 for (const auto& handle : mDrawingState.callbackHandles) { in onPreComposition()734 for (auto& handle : mDrawingState.callbackHandles) { in updateTexImage()741 for (auto& handle : mDrawingState.callbackHandles) { in updateTexImage()[all …]
226 std::deque<sp<CallbackHandle>> callbackHandles; member
4230 std::vector<sp<CallbackHandle>> callbackHandles; in setClientStateLocked() local4233 callbackHandles.emplace_back(new CallbackHandle(listener, callbackIds, s.surface)); in setClientStateLocked()4277 if (layer->setTransactionCompletedListeners(callbackHandles)) flags |= eTraversalNeeded; in setClientStateLocked()
2692 mDrawingState.callbackHandles = {}; in cloneDrawingState()