# Note: skips lists for CI are just a list of lines that, when # non-zero-length and not starting with '#', will regex match to # delete lines from the test list. Be careful. # This is causing a binning memory overflow problem dEQP-GLES2.functional.fragment_ops.scissor.outside_render_line # These are very slow dEQP-GLES2.functional.uniform_api.random.3 dEQP-GLES2.functional.uniform_api.random.79 # Conformance issue: VC4 needs dynamic loops in the VS to cause a # shader link failure. # # The issue is that the HW doesn't have an exec mask at dispatch # for the VS, so the shouldn't-be-exec channels have undefined # contents and may cause infinite loops, leading to GPU hangs. The # process of GPU hang reset causes flakes in whatever other jobs are # running simultaneously, so we can't even leave these in the flakes # list for tracking. dEQP-GLES2.functional.shaders.loops.*dynamic.*vertex # Timeout tests (> 1 minute to run) KHR-GLES2.texture_3d.filtering.sizes.3x7x5_linear_mipmap_linear KHR-GLES2.texture_3d.filtering.sizes.4x8x8_linear_mipmap_linear # Slow tests (> 1 minute to run) spec@ext_framebuffer_multisample@accuracy glx@glx-multithread-texture spec@arb_internalformat_query2@all internalformat__type pname checks spec@!opengl 1.1@streaming-texture-leak spec@!opengl 1.0@gl-1.0-blend-func shaders@glsl-predication-on-large-array # Extensions not supported spec@arb_gpu_shader_fp64.* spec@arb_gpu_shader_gpu5.* spec@arb_gpu_shader_int64.* spec@arb_tessellation_shader.* spec@arb_texture_cube_map.* spec@glsl-1.30.* spec@glsl-1.40.* spec@glsl-1.50.* spec@glsl-3.* spec@glsl-4.* spec@glsl-es-3.*