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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - repeatable drm:amdgpu_job_timedout with vulkan toy"
href="https://bugs.freedesktop.org/show_bug.cgi?id=106696#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - repeatable drm:amdgpu_job_timedout with vulkan toy"
href="https://bugs.freedesktop.org/show_bug.cgi?id=106696">bug 106696</a>
from <span class="vcard"><a class="email" href="mailto:freedesktop@treblig.org" title="Dave Gilbert <freedesktop@treblig.org>"> <span class="fn">Dave Gilbert</span></a>
</span></b>
<pre>or actually the correct fix to my ray.comp is:
--- a/ray.comp
+++ b/ray.comp
@@ -61,7 +61,7 @@ void main() {
while (result <= 255.4 && !hitedge &&
!(hitx=hitend(pvp.x, ray.x, vsize.x)) &&
!(hity=hitend(pvp.y, ray.y, vsize.y)) &&
- !(hitz=hitend(pvp.z, ray.y, vsize.z))) {
+ !(hitz=hitend(pvp.z, ray.z, vsize.z))) {
that will stop the ray tracer running off into the distance for ever.</pre>
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