# Exclude this test which might fail when a new extension is implemented.
dEQP-VK.info.device_extensions

# Exclude WSI related tests.
dEQP-VK.image.swapchain_mutable.*
dEQP-VK.wsi.*

# Exclude this test which timeout most of the time.
dEQP-VK.memory.pipeline_barrier.transfer_src_transfer_dst.1048576

# Exclude this test which fails on all GPUS except RDNA2+.
dEQP-VK.api.driver_properties.conformance_version

# Exclude these tests because they randomly hang on Navi10 and randomly fail on
# Navi21
dEQP-VK.renderpass2.depth_stencil_resolve.*_samplemask

# Those cases take very long.
dEQP-VK.ray_tracing_pipeline.build.*.*.*_1_1048576_1
dEQP-VK.ray_tracing_pipeline.build.*.*.*_1_1_1048576
dEQP-VK.ray_tracing_pipeline.build.*.*.*_65536_1_1
dEQP-VK.ray_tracing_pipeline.build.*.*.*_1_65536_1
dEQP-VK.ray_tracing_pipeline.build.*.*.*_1_1_65536
dEQP-VK.ray_tracing_pipeline.build.*.*.*_4096_4_4
dEQP-VK.ray_tracing_pipeline.build.*.*.*_4_4096_4
dEQP-VK.ray_tracing_pipeline.build.*.*.*_4_4_4096
dEQP-VK.ray_tracing_pipeline.build.*.*.*_4_65536_4
dEQP-VK.ray_tracing_pipeline.build.*.*.*_4_4_65536

dEQP-VK.ray_tracing_pipeline.large_shader_set.*.4096

dEQP-VK.ray_tracing_pipeline.misc.maxrtinvocations_AABB
dEQP-VK.ray_tracing_pipeline.misc.maxrtinvocations_tri

# Those cases take very long and hang the gpu.
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_11
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_12
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_13
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_14
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_15
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_11
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_12
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_13
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_14
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_15

# Those test either fail or hang so just exclude all of them for now.
dEQP-VK.ray_tracing_pipeline.pipeline_no_null_shaders_flag.*

# LLVM (soft hangs)
dEQP-VK.graphicsfuzz.while-inside-switch

# LLVM (timeouts)
dEQP-VK.graphicsfuzz.spv-stable-maze-O-dead-code
dEQP-VK.graphicsfuzz.spv-stable-maze-O-memory-accesses
dEQP-VK.spirv_assembly.instruction.graphics.16bit_storage.uniform_32struct_to_16struct.uniform_buffer_block_geom

# These tests create an ACE cmdbuf which waits for GFX, thus can cause
# a deadlock when executed in parallel without gang submit.
dEQP-VK.mesh_shader.nv.synchronization.*
dEQP-VK.mesh_shader.nv.misc.many_task*
