Searched refs:m_State (Results 1 – 3 of 3) sorted by relevance
98 m_State = BUFFER_STATE_ACCESSIBLE | BUFFER_STATE_WRITABLE; in InitializeForEnc()115 m_State = BUFFER_STATE_ACCESSIBLE | BUFFER_STATE_WRITABLE; in InitializeForDec()121 if ((m_State & BUFFER_STATE_WRITABLE) == 0) in SetString()148 if ((m_State & BUFFER_STATE_WRITABLE) == 0) in SetString()196 if ((m_State & BUFFER_STATE_WRITABLE) == 0) in SetBinary()296 if ((m_State & BUFFER_STATE_ACCESSIBLE) == 0) in Encode()344 m_State = BUFFER_STATE_ACCESSIBLE; in Decode()351 return m_State; in GetState()356 m_State = state; in SetState()361 m_State = BUFFER_STATE_INVALID; in SetStateInvalid()[all …]
64 State m_State; // 状態 variable258 inline Voice::State GetState() const { return m_State; } in GetState()
587 explicit ScopedFrame(FrameHeapTemplate<LockPolicy>& heap) : m_State(heap), m_Heap(heap) {} in ScopedFrame()591 ~ScopedFrame() { m_Heap.RestoreState(m_State); } in ~ScopedFrame()594 FrameHeapTemplate<LockPolicy>::State m_State;