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