Shorten the ray so that it can't hit other cells
authorEric Werness <ewerness@nvidia.com>
Wed, 2 Dec 2020 02:11:40 +0000 (18:11 -0800)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 3 Dec 2020 18:42:27 +0000 (13:42 -0500)
Affects: dEQP-VK.ray_tracing_pipeline.misc.cullmask*

Components: Vulkan
VK-GL-CTS issue: 2444

Change-Id: I50ecdaa97974074f8d17d7c37a6441feaf467730

external/vulkancts/modules/vulkan/ray_tracing/vktRayTracingMiscTests.cpp

index d3473c3..730015f 100644 (file)
@@ -2558,7 +2558,7 @@ public:
                                "    uint  nInvocation  = gl_LaunchIDEXT.z * gl_LaunchSizeEXT.x * gl_LaunchSizeEXT.y + gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x;\n"
                                "    uint  rayFlags     = 0;\n"
                                "    float tmin         = 0.001;\n"
-                               "    float tmax         = 9.0;\n"
+                               "    float tmax         = 4.0;\n"
                                "\n"
                                "    if (nInvocation >= 256 / nRaysPerInvocation)\n"
                                "    {\n"