else if (!_fence)
return CL_QUEUED;
- else if (!screen->fence_signalled(screen, _fence))
+ else if (!screen->fence_finish(screen, _fence, 0))
return CL_SUBMITTED;
else
BOOL still_draw = FALSE;
fence = swap_fences_see_front(This);
if (fence) {
- still_draw = !This->screen->fence_signalled(This->screen, fence);
+ still_draw = !This->screen->fence_finish(This->screen, fence, 0);
This->screen->fence_reference(This->screen, &fence, NULL);
}
if (still_draw)
} else {
pipe_mutex_lock(pq->device->mutex);
screen = pq->device->vscreen->pscreen;
- if (screen->fence_signalled(screen, surf->fence)) {
+ if (screen->fence_finish(screen, surf->fence, 0)) {
screen->fence_reference(screen, &surf->fence, NULL);
*status = VDP_PRESENTATION_QUEUE_STATUS_VISIBLE;
pipe_mutex_unlock(pq->device->mutex);
*status = 0;
if (surface_priv->fence)
- if (!pipe->screen->fence_signalled(pipe->screen, surface_priv->fence))
+ if (!pipe->screen->fence_finish(pipe->screen, surface_priv->fence, 0))
*status |= XVMC_RENDERING;
return Success;
struct pipe_screen *screen = st_context(ctx)->pipe->screen;
struct st_sync_object *so = (struct st_sync_object*)obj;
- if (so->fence && screen->fence_signalled(screen, so->fence)) {
+ if (so->fence && screen->fence_finish(screen, so->fence, 0)) {
screen->fence_reference(screen, &so->fence, NULL);
so->b.StatusFlag = GL_TRUE;
}