anv: Rename anv_fence_state to anv_bo_fence_state

It only applies to legacy BO fences.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Jason Ekstrand
2017-08-04 12:59:45 -07:00
parent 92286dc08a
commit caa71343c6
3 changed files with 18 additions and 18 deletions

View File

@@ -279,9 +279,9 @@ VkResult anv_CreateFence(
return result;
if (pCreateInfo->flags & VK_FENCE_CREATE_SIGNALED_BIT) {
fence->permanent.bo.state = ANV_FENCE_STATE_SIGNALED;
fence->permanent.bo.state = ANV_BO_FENCE_STATE_SIGNALED;
} else {
fence->permanent.bo.state = ANV_FENCE_STATE_RESET;
fence->permanent.bo.state = ANV_BO_FENCE_STATE_RESET;
}
*pFence = anv_fence_to_handle(fence);
@@ -336,7 +336,7 @@ VkResult anv_ResetFences(
switch (impl->type) {
case ANV_FENCE_TYPE_BO:
impl->bo.state = ANV_FENCE_STATE_RESET;
impl->bo.state = ANV_BO_FENCE_STATE_RESET;
break;
default:
@@ -363,18 +363,18 @@ VkResult anv_GetFenceStatus(
switch (impl->type) {
case ANV_FENCE_TYPE_BO:
switch (impl->bo.state) {
case ANV_FENCE_STATE_RESET:
case ANV_BO_FENCE_STATE_RESET:
/* If it hasn't even been sent off to the GPU yet, it's not ready */
return VK_NOT_READY;
case ANV_FENCE_STATE_SIGNALED:
case ANV_BO_FENCE_STATE_SIGNALED:
/* It's been signaled, return success */
return VK_SUCCESS;
case ANV_FENCE_STATE_SUBMITTED: {
case ANV_BO_FENCE_STATE_SUBMITTED: {
VkResult result = anv_device_bo_busy(device, &impl->bo.bo);
if (result == VK_SUCCESS) {
impl->bo.state = ANV_FENCE_STATE_SIGNALED;
impl->bo.state = ANV_BO_FENCE_STATE_SIGNALED;
return VK_SUCCESS;
} else {
return result;
@@ -427,7 +427,7 @@ anv_wait_for_bo_fences(struct anv_device *device,
struct anv_fence_impl *impl = &fence->permanent;
switch (impl->bo.state) {
case ANV_FENCE_STATE_RESET:
case ANV_BO_FENCE_STATE_RESET:
/* This fence hasn't been submitted yet, we'll catch it the next
* time around. Yes, this may mean we dead-loop but, short of
* lots of locking and a condition variable, there's not much that
@@ -436,7 +436,7 @@ anv_wait_for_bo_fences(struct anv_device *device,
pending_fences++;
continue;
case ANV_FENCE_STATE_SIGNALED:
case ANV_BO_FENCE_STATE_SIGNALED:
/* This fence is not pending. If waitAll isn't set, we can return
* early. Otherwise, we have to keep going.
*/
@@ -446,14 +446,14 @@ anv_wait_for_bo_fences(struct anv_device *device,
}
continue;
case ANV_FENCE_STATE_SUBMITTED:
case ANV_BO_FENCE_STATE_SUBMITTED:
/* These are the fences we really care about. Go ahead and wait
* on it until we hit a timeout.
*/
result = anv_device_wait(device, &impl->bo.bo, timeout);
switch (result) {
case VK_SUCCESS:
impl->bo.state = ANV_FENCE_STATE_SIGNALED;
impl->bo.state = ANV_BO_FENCE_STATE_SIGNALED;
signaled_fences = true;
if (!waitAll)
goto done;
@@ -483,7 +483,7 @@ anv_wait_for_bo_fences(struct anv_device *device,
uint32_t now_pending_fences = 0;
for (uint32_t i = 0; i < fenceCount; i++) {
ANV_FROM_HANDLE(anv_fence, fence, pFences[i]);
if (fence->permanent.bo.state == ANV_FENCE_STATE_RESET)
if (fence->permanent.bo.state == ANV_BO_FENCE_STATE_RESET)
now_pending_fences++;
}
assert(now_pending_fences <= pending_fences);