[Mesa-dev] [PATCH 04/10] anv: Rename anv_fence_state to anv_bo_fence_state

Jason Ekstrand jason at jlekstrand.net
Tue Aug 8 22:45:29 UTC 2017


It only applies to legacy BO fences.
---
 src/intel/vulkan/anv_batch_chain.c |  2 +-
 src/intel/vulkan/anv_private.h     | 10 +++++-----
 src/intel/vulkan/anv_queue.c       | 24 ++++++++++++------------
 3 files changed, 18 insertions(+), 18 deletions(-)

diff --git a/src/intel/vulkan/anv_batch_chain.c b/src/intel/vulkan/anv_batch_chain.c
index d5af354..5d876e4 100644
--- a/src/intel/vulkan/anv_batch_chain.c
+++ b/src/intel/vulkan/anv_batch_chain.c
@@ -1614,7 +1614,7 @@ anv_cmd_buffer_execbuf(struct anv_device *device,
        * vkGetFenceStatus() return a valid result (VK_ERROR_DEVICE_LOST or
        * VK_SUCCESS) in a finite amount of time even if execbuf fails.
        */
-      fence->permanent.bo.state = ANV_FENCE_STATE_SUBMITTED;
+      fence->permanent.bo.state = ANV_BO_FENCE_STATE_SUBMITTED;
    }
 
    if (result == VK_SUCCESS && need_out_fence) {
diff --git a/src/intel/vulkan/anv_private.h b/src/intel/vulkan/anv_private.h
index f0410ab..5f49153 100644
--- a/src/intel/vulkan/anv_private.h
+++ b/src/intel/vulkan/anv_private.h
@@ -1721,16 +1721,16 @@ enum anv_fence_type {
    ANV_FENCE_TYPE_SYNCOBJ,
 };
 
-enum anv_fence_state {
+enum anv_bo_fence_state {
    /** Indicates that this is a new (or newly reset fence) */
-   ANV_FENCE_STATE_RESET,
+   ANV_BO_FENCE_STATE_RESET,
 
    /** Indicates that this fence has been submitted to the GPU but is still
     * (as far as we know) in use by the GPU.
     */
-   ANV_FENCE_STATE_SUBMITTED,
+   ANV_BO_FENCE_STATE_SUBMITTED,
 
-   ANV_FENCE_STATE_SIGNALED,
+   ANV_BO_FENCE_STATE_SIGNALED,
 };
 
 struct anv_fence_impl {
@@ -1748,7 +1748,7 @@ struct anv_fence_impl {
        */
       struct {
          struct anv_bo bo;
-         enum anv_fence_state state;
+         enum anv_bo_fence_state state;
       } bo;
    };
 };
diff --git a/src/intel/vulkan/anv_queue.c b/src/intel/vulkan/anv_queue.c
index a3f4cd8..7348e15 100644
--- a/src/intel/vulkan/anv_queue.c
+++ b/src/intel/vulkan/anv_queue.c
@@ -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);
-- 
2.5.0.400.gff86faf



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