Searched refs:targetTime (Results 1 – 5 of 5) sorted by relevance
214 float targetTime = 0.2f; in runMemoryBandwidthTest() local215 if (dt > targetTime) { in runMemoryBandwidthTest()216 mMemLoopCount = (size_t)((double)mMemLoopCount / (dt / targetTime)); in runMemoryBandwidthTest()273 float targetTime = 0.2f; in runMemoryLatencyTest() local274 if (dts > targetTime) { in runMemoryLatencyTest()275 mMemLoopCount = (size_t)((double)mMemLoopCount / (dts / targetTime)); in runMemoryLatencyTest()
153 open fun buildResetAnimator(targetTime: Int): Animator {159 targetTime + RESET_ANIMATION_DURATION_MS
79 override fun buildResetAnimator(targetTime: Int): Animator {
390 final long targetTime = SystemClock.elapsedRealtime() + timeout; in waitForCompletion() local393 while (!done && (timeout <= 0 || SystemClock.elapsedRealtime() < targetTime)) { in waitForCompletion()
1579 private boolean shouldTriggerShortFgsTimedEvent(long targetTime, long nowUptime) { in shouldTriggerShortFgsTimedEvent() argument1587 return targetTime <= nowUptime; in shouldTriggerShortFgsTimedEvent()