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authorJason Macnak <jmacnak@gmail.com>2019-08-20 14:37:47 -0400
committerMark Lobodzinski <mark@lunarg.com>2019-08-20 16:47:13 -0600
commit7109cd817042e404ea1565c2baca7bd410440bd8 (patch)
treee51333b3a754afb6b287e868c403138ba66d4171
parent3a25c1cf433c613061c45bf1c09464a78917df83 (diff)
downloadvulkan-validation-layers-7109cd817042e404ea1565c2baca7bd410440bd8.tar.gz
tests: Fix shader group type for RT OOB test
Corrects the VkRayTracingShaderGroupTypeNV field for two shader groups: - shader group 2 should be PROCEDURAL_HIT since the geometry is AABBs - shader group 3 should be GENERAL since the group is for a callable Addresses usage concerns reported in https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/1162 Tested on laptop with GTX1060 and Nvidia's 436.02 game ready driver.
-rw-r--r--tests/vklayertests_descriptor_renderpass_framebuffer.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/tests/vklayertests_descriptor_renderpass_framebuffer.cpp b/tests/vklayertests_descriptor_renderpass_framebuffer.cpp
index c6f402ecf..c765ea411 100644
--- a/tests/vklayertests_descriptor_renderpass_framebuffer.cpp
+++ b/tests/vklayertests_descriptor_renderpass_framebuffer.cpp
@@ -1265,14 +1265,14 @@ TEST_F(VkLayerTest, GpuValidationArrayOOBRayTracingShaders) {
group_create_infos[1].intersectionShader = VK_SHADER_UNUSED_NV;
group_create_infos[2].sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_NV;
- group_create_infos[2].type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_NV;
+ group_create_infos[2].type = VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_NV;
group_create_infos[2].generalShader = VK_SHADER_UNUSED_NV;
group_create_infos[2].closestHitShader = 2;
group_create_infos[2].anyHitShader = 1;
group_create_infos[2].intersectionShader = 4;
group_create_infos[3].sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_NV;
- group_create_infos[3].type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_NV;
+ group_create_infos[3].type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_NV;
group_create_infos[3].generalShader = 5; // call
group_create_infos[3].closestHitShader = VK_SHADER_UNUSED_NV;
group_create_infos[3].anyHitShader = VK_SHADER_UNUSED_NV;