mesa/src/freedreno/ci/freedreno-a6xx-skips.txt

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# 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 file lists tests to skip for _all_ a6xx devices
# 60s timeout
KHR-GLES31.core.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_MaxPatchVertices_Position_PointSize
KHR-GL46.copy_image.functional
# Slow tests
spec@arb_compute_shader@local-id-explosion
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-inverse-dmat4
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-op-div-dmat4x3-dmat4x3
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-op-div-double-dmat3x4
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-op-div-double-dmat4x3
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-op-mult-dmat2x4-dmat4x2
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-op-mult-dmat4-dmat3x4
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-op-mult-dmat4x3-dmat4
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-smoothstep-double-double-dvec4
spec@arb_gpu_shader_fp64@execution@vs-decrement-dvec
spec@egl 1.4@eglquerysurface egl_bad_attribute
spec@egl_chromium_sync_control@conformance
spec@egl_khr_gl_colorspace@linear
spec@glsl-4.00@execution@built-in-functions@fs-op-div-dmat2x3-dmat2x3
spec@glsl-4.00@execution@built-in-functions@fs-op-div-dmat2x4-dmat2x4
spec@glsl-4.00@execution@built-in-functions@fs-op-div-dmat4x3-dmat4x3
spec@glsl-4.00@execution@built-in-functions@fs-op-div-dmat4-dmat4
spec@glsl-4.00@execution@built-in-functions@fs-op-div-double-dmat2x4
spec@glsl-4.00@execution@built-in-functions@fs-op-div-double-dmat4
spec@glsl-4.00@execution@built-in-functions@fs-op-mult-dmat2x4-dmat3x2
spec@glsl-4.00@execution@built-in-functions@fs-op-mult-dmat4-dmat4
spec@glsl-4.10@execution@conversion@frag-conversion-implicit-mat4-dmat4-zero-sign
spec@glsl-4.10@execution@conversion@frag-conversion-implicit-mat4x3-dmat4x3-zero-sign
# Timeout
spec@arb_gpu_shader_fp64@execution@built-in-functions@fs-op-mult-dmat4-dmat4
# 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
# 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
# Only run the FS versions of build-in-functions, the VS and GS variants
# don't add additional useful coverage. And in some cases (GS+fp64) the
# compile times are somewhat long.
.*built-in-functions@[vg]s.*
.*conversion@vert.*
.*@conversion@geom.*
# Don't bother trying, it just causes more OoM havoc than it is
# worth:
spec@!opengl 1.1@max-texture-size
# These are redundant with arb_copy_image, so skip them to cut down
# on CI runtime:
spec@nv_copy_image@nv_copy_image.*
# Legacy gl features unsupported by hw. We _could_ emulate it with a GS
# at the cost of extra per-draw overhead for all users.
#
# If we find any non-piglit users of these features, then maybe a driconf
# way to force fall-over to zink for that app could make sense. Until
# then, just pretend that this stuff doesn't exist:
.*edgeflag.*
.*stipple.*
# uses edgeflags:
shaders@point-vertex-id.*
# uses stipple:
spec@!opengl 1.0@gl-1.0-no-op-paths