diff --git a/src/broadcom/ci/broadcom-rpi3-fails.txt b/src/broadcom/ci/broadcom-rpi3-fails.txt index 699d94b3785..43bffd984b0 100644 --- a/src/broadcom/ci/broadcom-rpi3-fails.txt +++ b/src/broadcom/ci/broadcom-rpi3-fails.txt @@ -43,6 +43,14 @@ dEQP-GLES2.functional.texture.mipmap.2d.basic.nearest_linear_repeat_non_square,F # mag. Also a line of pixels through the image in minification. dEQP-GLES2.functional.texture.wrap.clamp_clamp_nearest_npot_etc1,Fail +# VC4 hardware doesn't have support for non-uniform loops in the vertex shader. +# The execution of non-uniform loops in VS can cause infinite loops and lead +# to GPU hangs. Therefore, the compiler fails shader linking in the presence of +# divergent loops. +spec@glsl-1.10@execution@glsl-vs-if-nested-loop,Fail +shaders@glsl-vs-loop,Fail +shaders@glsl-vs-loop-nested,Fail + # Despite exposing GL 2.1, the HW doesn't actually support 3D textures so we set # 0 max levels. These tests fail (or assertion fail) as a result. spec@!opengl 1.1@max-texture-size,Crash diff --git a/src/broadcom/ci/broadcom-rpi3-skips.txt b/src/broadcom/ci/broadcom-rpi3-skips.txt index b75466cbe0b..3b0539d42c6 100644 --- a/src/broadcom/ci/broadcom-rpi3-skips.txt +++ b/src/broadcom/ci/broadcom-rpi3-skips.txt @@ -5,53 +5,6 @@ # This is causing a binning memory overflow problem dEQP-GLES2.functional.fragment_ops.scissor.outside_render_line -# 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 - -# Same issue mentioned above: VC4 hardware doesn't have support for -# dynamic loops. The execution of dynamic loops can cause infinite -# loops and lead to GPU hangs. Therefore, skip those tests to avoid -# issues with other tests running simultaneously. -spec@glsl-1.10@execution@copy-propagation@glsl-vs-copy-propagation-1 -spec@glsl-1.10@execution@glsl-vs-if-nested-loop -spec@glsl-1.10@execution@glsl-vs-vectorize-between-basic-blocks-loop -spec@glsl-1.10@execution@loops@glsl-vs-loop-300 -spec@glsl-1.10@execution@loops@glsl-vs-loop-break -spec@glsl-1.10@execution@texcoord-array -spec@glsl-1.10@execution@vs-loop-array-index-unroll -spec@glsl-1.10@execution@vs-loop-complex-no-unroll -spec@glsl-1.10@execution@vs-loop-complex-unroll -spec@glsl-1.10@execution@vs-loop-complex-unroll-cf-before-terminators -spec@glsl-1.10@execution@vs-loop-complex-unroll-cf-inside-terminator -spec@glsl-1.10@execution@vs-loop-complex-unroll-with-else-break -spec@glsl-1.10@execution@vs-loop-complex-with-else-break -spec@glsl-1.10@execution@vs-loop-partial-unroll-multiple-breaks -spec@glsl-1.10@execution@vs-loop-partial-unroll-multiple-breaks-loop-phi -spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll -spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll2 -spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll3 -spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll4 -spec@glsl-1.10@execution@vs-loop-zero-iterations-two-exits -spec@glsl-1.10@execution@vs-nested-return-sibling-loop -spec@glsl-1.10@execution@vs-nested-return-sibling-loop2 -spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-dst-in-loop -spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-dst-in-nested-loop-combined -spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-loop -spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-nested-loop-combined -spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-nested-loop-inner -spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-nested-loop-outer -shaders@glsl-vs-loop -shaders@glsl-vs-loop-nested -shaders@glsl-uniform-interstage-limits - # It causes GPU resets that can affect tests that are running # simultaneously. spec@arb_map_buffer_alignment.*