# 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. # Note normal pre-merge CI also includes -premerge-skips.txt, and that's where # "it's slow but would pass/fail/crash within a couple of minutes" skips should go. # Timeouts in CI even after 5 minutes dEQP-VK.tessellation.invariance.inner_triangle_set.quads_equal_spacing dEQP-VK.tessellation.invariance.inner_triangle_set.triangles_fractional_even_spacing dEQP-VK.tessellation.invariance.outer_edge_division.quads_equal_spacing dEQP-VK.tessellation.invariance.outer_edge_division.quads_fractional_even_spacing dEQP-VK.tessellation.invariance.outer_edge_division.quads_fractional_odd_spacing dEQP-VK.tessellation.invariance.outer_triangle_set.quads_equal_spacing dEQP-VK.tessellation.invariance.outer_triangle_set.quads_fractional_even_spacing dEQP-VK.tessellation.invariance.outer_triangle_set.quads_fractional_odd_spacing dEQP-VK.tessellation.invariance.outer_triangle_set.triangles_equal_spacing dEQP-VK.tessellation.invariance.outer_triangle_set.triangles_fractional_even_spacing dEQP-VK.tessellation.invariance.outer_triangle_set.triangles_fractional_odd_spacing # Can cause a hangcheck. # # even if they sometimes pass and could be categorized as flakes, we skip them # because device loss will end up failing the rest of the caselist. dEQP-VK.api.command_buffers.record_many_draws_primary_2 dEQP-VK.api.command_buffers.record_many_draws_secondary_2 spill-dEQP-VK.graphicsfuzz.cov-function-two-loops-limit-using-arguments-array-element-copies spill-dEQP-VK.graphicsfuzz.cov-nested-loop-large-array-index-using-vector-components # Still running after 3 hours, time is spent in batch_draw_tracking(). KHR-GLES31.core.shader_image_load_store.basic-allFormats-store-fs # 60s timeout KHR-GLES31.core.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_MaxPatchVertices_Position_PointSize KHR-GL46.copy_image.functional # These take most of a minute to run spec@!opengl 3.0@clearbuffer-depth-cs-probe spec@ext_texture_array@fbo-depth-array depth-clear spec@ext_texture_array@fbo-depth-array depth-draw spec@ext_texture_array@fbo-depth-array fs-writes-depth spec@ext_texture_array@fbo-depth-array fs-writes-stencil spec@ext_texture_array@fbo-depth-array stencil-clear spec@ext_texture_array@fbo-depth-array stencil-draw spec@ext_transform_feedback@max-varyings spec@!opengl 1.0@gl-1.0-blend-func spec@ext_framebuffer_blit@fbo-blit-check-limits spec@egl 1.4@egl-copy-buffers # Skip over a bunch of extensions since we don't have extension fast skipping yet. spec@glsl-4.* spec@arb_gpu_shader5.* spec@arb_gpu_shader_fp64.* spec@arb_gpu_shader_int64.* # TC Timeouts spec@arb_sync@clientwaitsync-timeout spec@arb_texture_buffer_object@bufferstorage spec@arb_uniform_buffer_object@bufferstorage spec@arb_buffer_storage@bufferstorage-persistent read spec@arb_buffer_storage@bufferstorage-persistent read client-storage spec@arb_buffer_storage@bufferstorage-persistent read coherent spec@arb_buffer_storage@bufferstorage-persistent read coherent client-storage spec@arb_buffer_storage@bufferstorage-persistent_gles3 read spec@arb_buffer_storage@bufferstorage-persistent_gles3 read client-storage spec@arb_buffer_storage@bufferstorage-persistent_gles3 read coherent spec@arb_buffer_storage@bufferstorage-persistent_gles3 read coherent client-storage # These are redundant with arb_copy_image, so skip them to cut down # on CI runtime: spec@nv_copy_image@nv_copy_image.* # uprev Piglit in Mesa spec@ext_image_dma_buf_import@ext_image_dma_buf_import-modifiers.* spec@egl_khr_gl_colorspace@srgb spec@egl_khr_gl_colorspace@linear # Timeout dEQP-VK.memory.mapping.suballocation.full.variable.implicit_unmap