[Mesa-dev] [PATCH v3 05/12] anv: Rename anv_fence_state to anv_bo_fence_state
Jason Ekstrand
jason at jlekstrand.net
Fri Aug 25 18:54:25 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 775009c..0a0be8d 100644
--- a/src/intel/vulkan/anv_batch_chain.c
+++ b/src/intel/vulkan/anv_batch_chain.c
@@ -1619,7 +1619,7 @@ 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 ab6e5e2..3b50c49 100644
--- a/src/intel/vulkan/anv_private.h
+++ b/src/intel/vulkan/anv_private.h
@@ -1713,16 +1713,16 @@ 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 {
@@ -1740,7 +1740,7 @@ 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 f8a2f64..23f8d7d 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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