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v3d: Fix drmSyncobjWait() return value checking even more.
author
Eric Anholt
<eric@anholt.net>
Wed, 18 Jul 2018 19:06:45 +0000
(12:06 -0700)
committer
Eric Anholt
<eric@anholt.net>
Fri, 20 Jul 2018 18:11:29 +0000
(11:11 -0700)
It tends to return >0 in the success case (I think the value is something
like "how much of the timeout remained"). Fixes
dEQP-GLES3.functional.fence_sync.client_wait_sync_finish
src/gallium/drivers/v3d/v3d_fence.c
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diff --git
a/src/gallium/drivers/v3d/v3d_fence.c
b/src/gallium/drivers/v3d/v3d_fence.c
index 47b5818cb3b12ec8ae07946f6cf12b06fbba969e..850e4a7441470f5784e0cf98f4c7fb442aefe224 100644
(file)
--- a/
src/gallium/drivers/v3d/v3d_fence.c
+++ b/
src/gallium/drivers/v3d/v3d_fence.c
@@
-70,7
+70,7
@@
v3d_fence_finish(struct pipe_screen *pscreen,
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_fence *f = (struct v3d_fence *)pf;
- return drmSyncobjWait(screen->fd, &f->sync, 1, timeout_ns, 0, NULL)
=
= 0;
+ return drmSyncobjWait(screen->fd, &f->sync, 1, timeout_ns, 0, NULL)
>
= 0;
}
struct v3d_fence *