broadcom/ci: skip tests that causes GPU resets/hangs in RPi 3

Skip tests that are causing GPU resets to avoid issues with other tests
running simultaneously with them.

Reviewed-by: Juan A. Suarez <jasuarez@igalia.com>
Signed-off-by: Maíra Canal <mcanal@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/39637>
This commit is contained in:
Maíra Canal 2026-01-26 15:47:35 -03:00 committed by Marge Bot
parent 1e2cbd2c29
commit 464daaab90
2 changed files with 43 additions and 3 deletions

View file

@ -775,9 +775,6 @@ spec@glsl-1.10@execution@glsl-vs-inline-explosion,Crash
# stipple
spec@!opengl 1.0@gl-1.0-no-op-paths,Fail
# Bisected to b3133e250e1 ("gallium: add pipe_context::resource_release to eliminate buffer refcounting")
spec@!opengl 1.1@longprim,Crash
# Crashes in this group are CMA allocation fails
spec@!opengl 1.1@depthstencil-default_fb-clear samples=2,Fail
spec@!opengl 1.1@depthstencil-default_fb-clear samples=4,Fail

View file

@ -16,6 +16,49 @@ dEQP-GLES2.functional.fragment_ops.scissor.outside_render_line
# 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.*
# Bisected to b3133e250e1 ("gallium: add pipe_context::resource_release to eliminate buffer refcounting")
spec@!opengl 1.1@longprim
# VK tests have been disabled in 32-bit piglit builds, but it doesn't
# matter because we never could run them anyway.
# Piglit still complains that the tests are `Missing` though, so