Use VK_TRUE/VK_FALSE consistently

The spec states that "Applications must not pass any other values than
VK_TRUE or VK_FALSE into a Vulkan implementation where a VkBool32 is
expected." So we should avoid the use of C++ true/false and literal 0/1
when dealing with VkBool32 values.

Note that we test for 'condition != VK_FALSE' to evaluate whether the
condition should be interpreted as true. This is both more efficient
than testing for 'condition == VK_TRUE' and follows the principle of
least surprise in the event an application does provide another value.

Bug: b/134584057
Change-Id: I219172a2c538b0f0cb3f173ffd905adb8814b932
Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/32408
Presubmit-Ready: Nicolas Capens <nicolascapens@google.com>
Kokoro-Presubmit: kokoro <noreply+kokoro@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
Reviewed-by: Chris Forbes <chrisforbes@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Vulkan/VkDevice.cpp b/src/Vulkan/VkDevice.cpp
index aa86cc6..44da84d 100644
--- a/src/Vulkan/VkDevice.cpp
+++ b/src/Vulkan/VkDevice.cpp
@@ -123,7 +123,8 @@
 	const uint64_t max_timeout = (LLONG_MAX - start.time_since_epoch().count());
 	bool infiniteTimeout = (timeout > max_timeout);
 	const time_point end_ns = start + std::chrono::nanoseconds(std::min(max_timeout, timeout));
-	if(waitAll) // All fences must be signaled
+
+	if(waitAll != VK_FALSE) // All fences must be signaled
 	{
 		for(uint32_t i = 0; i < fenceCount; i++)
 		{