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Lines Matching full:lock

115     { // acquire lock
126 } // release lock
201 status_t status = surface->lock(&surfaceInfo);
325 if (surfaceChanged) { // acquire lock
337 } // release lock
339 // Clear the sprite update vector outside the lock. It is very important that
340 // we do not clear sprite references inside the lock since we could be releasing
342 // sprite being deleted and the lock being reacquired by the sprite destructor
350 { // acquire lock
355 } // release lock
357 // Release the last reference to each surface outside of the lock.
358 // We don't want the surfaces to be deleted while we are holding our lock.