1# Note: skips lists for CI are just a list of lines that, when 2# non-zero-length and not starting with '#', will regex match to 3# delete lines from the test list. Be careful. 4 5# This is causing a binning memory overflow problem 6dEQP-GLES2.functional.fragment_ops.scissor.outside_render_line 7 8# These are very slow 9dEQP-GLES2.functional.uniform_api.random.3 10dEQP-GLES2.functional.uniform_api.random.79 11 12# Conformance issue: VC4 needs dynamic loops in the VS to cause a 13# shader link failure. 14# 15# The issue is that the HW doesn't have an exec mask at dispatch 16# for the VS, so the shouldn't-be-exec channels have undefined 17# contents and may cause infinite loops, leading to GPU hangs. The 18# process of GPU hang reset causes flakes in whatever other jobs are 19# running simultaneously, so we can't even leave these in the flakes 20# list for tracking. 21dEQP-GLES2.functional.shaders.loops.*dynamic.*vertex 22 23# Timeout tests (> 1 minute to run) 24KHR-GLES2.texture_3d.filtering.sizes.3x7x5_linear_mipmap_linear 25KHR-GLES2.texture_3d.filtering.sizes.4x8x8_linear_mipmap_linear 26 27# Slow tests (> 1 minute to run) 28spec@ext_framebuffer_multisample@accuracy 29glx@glx-multithread-texture 30spec@arb_internalformat_query2@all internalformat_<x>_type pname checks 31spec@!opengl 1.1@streaming-texture-leak 32spec@!opengl 1.0@gl-1.0-blend-func 33shaders@glsl-predication-on-large-array 34 35# Extensions not supported 36spec@arb_gpu_shader_fp64.* 37spec@arb_gpu_shader_gpu5.* 38spec@arb_gpu_shader_int64.* 39spec@arb_tessellation_shader.* 40spec@arb_texture_cube_map.* 41spec@glsl-1.30.* 42spec@glsl-1.40.* 43spec@glsl-1.50.* 44spec@glsl-3.* 45spec@glsl-4.* 46spec@glsl-es-3.* 47