* Give some time for non-guilty rings to finish their
* current submission, to try to minimize collateral damage.
*
- * Note that this just a best effort, but really there
+ * Note that this is just a best effort, but really there
* is no way to really know which ring is actually responsible
* because different rings may share resources, eg. a compute
* ring may hog shader engines, causing a graphics ring to hang.
* @guilty_ring: The ring which is guilty of causing a reset.
* @ret: Return code from the reset function.
*
- * After calling amdgpu_multi_ring_reset_helper_end()
+ * After calling amdgpu_multi_ring_reset_helper_begin()
* and executing the actual reset method, call this
* function to restore normal operation.
*
* In case the reset failed, this function should still
- * be called to restore some state, but it won't attempt to
+ * be called to restore preemption state, but it won't attempt to
* fully restore the ring contents.
*/
int amdgpu_multi_ring_reset_helper_end(const u32 ring_type_mask,
/* Flush HDP cache so the GPU can see the updated COND_EXEC values */
amdgpu_device_flush_hdp(adev, NULL);
- /* If the reset was unsuccessful, return without restoring anything. */
+ /* If the reset was unsuccessful, return without restoring anything else. */
if (ret)
return ret;