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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>
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2 changed files with 43 additions and 3 deletions
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@ -775,9 +775,6 @@ spec@glsl-1.10@execution@glsl-vs-inline-explosion,Crash
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# stipple
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spec@!opengl 1.0@gl-1.0-no-op-paths,Fail
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# Bisected to b3133e250e1 ("gallium: add pipe_context::resource_release to eliminate buffer refcounting")
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spec@!opengl 1.1@longprim,Crash
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# Crashes in this group are CMA allocation fails
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spec@!opengl 1.1@depthstencil-default_fb-clear samples=2,Fail
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spec@!opengl 1.1@depthstencil-default_fb-clear samples=4,Fail
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@ -16,6 +16,49 @@ dEQP-GLES2.functional.fragment_ops.scissor.outside_render_line
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# list for tracking.
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dEQP-GLES2.functional.shaders.loops.*dynamic.*vertex
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# Same issue mentioned above: VC4 hardware doesn't have support for
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# dynamic loops. The execution of dynamic loops can cause infinite
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# loops and lead to GPU hangs. Therefore, skip those tests to avoid
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# issues with other tests running simultaneously.
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spec@glsl-1.10@execution@copy-propagation@glsl-vs-copy-propagation-1
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spec@glsl-1.10@execution@glsl-vs-if-nested-loop
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spec@glsl-1.10@execution@glsl-vs-vectorize-between-basic-blocks-loop
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spec@glsl-1.10@execution@loops@glsl-vs-loop-300
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spec@glsl-1.10@execution@loops@glsl-vs-loop-break
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spec@glsl-1.10@execution@texcoord-array
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spec@glsl-1.10@execution@vs-loop-array-index-unroll
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spec@glsl-1.10@execution@vs-loop-complex-no-unroll
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spec@glsl-1.10@execution@vs-loop-complex-unroll
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spec@glsl-1.10@execution@vs-loop-complex-unroll-cf-before-terminators
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spec@glsl-1.10@execution@vs-loop-complex-unroll-cf-inside-terminator
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spec@glsl-1.10@execution@vs-loop-complex-unroll-with-else-break
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spec@glsl-1.10@execution@vs-loop-complex-with-else-break
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spec@glsl-1.10@execution@vs-loop-partial-unroll-multiple-breaks
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spec@glsl-1.10@execution@vs-loop-partial-unroll-multiple-breaks-loop-phi
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spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll
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spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll2
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spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll3
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spec@glsl-1.10@execution@vs-loop-variable-iteration-limit-unroll4
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spec@glsl-1.10@execution@vs-loop-zero-iterations-two-exits
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spec@glsl-1.10@execution@vs-nested-return-sibling-loop
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spec@glsl-1.10@execution@vs-nested-return-sibling-loop2
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spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-dst-in-loop
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spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-dst-in-nested-loop-combined
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spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-loop
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spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-nested-loop-combined
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spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-nested-loop-inner
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spec@glsl-1.10@execution@temp-array-indexing@glsl-vs-vec4-indexing-temp-src-in-nested-loop-outer
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shaders@glsl-vs-loop
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shaders@glsl-vs-loop-nested
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shaders@glsl-uniform-interstage-limits
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# It causes GPU resets that can affect tests that are running
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# simultaneously.
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spec@arb_map_buffer_alignment.*
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# Bisected to b3133e250e1 ("gallium: add pipe_context::resource_release to eliminate buffer refcounting")
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spec@!opengl 1.1@longprim
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# VK tests have been disabled in 32-bit piglit builds, but it doesn't
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# matter because we never could run them anyway.
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# Piglit still complains that the tests are `Missing` though, so
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