broadcom/ci: document some of the failures

Explain why some of the tests are failing, as a helper for the future.

Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>

Polygon stipple

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38048>
This commit is contained in:
Juan A. Suarez Romero 2025-10-24 10:43:27 +02:00 committed by Marge Bot
parent 20ccd8cc95
commit 69c774b631
3 changed files with 31 additions and 16 deletions

View file

@ -105,10 +105,6 @@ glslparsertest@glsl2@gst-gl-text-download-i420-yv12.frag,Fail
shaders@glsl-arb-fragment-coord-conventions,Fail
shaders@glsl-max-vertex-attrib,Fail
spec@!opengl 1.0@gl-1.0-drawbuffer-modes,Fail
spec@!opengl 1.0@gl-1.0-edgeflag,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-const,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-quads,Fail
spec@!opengl 1.0@gl-1.0-no-op-paths,Fail
spec@!opengl 1.0@gl-1.0-scissor-offscreen,Fail
spec@!opengl 1.0@gl-1.0-user-clip-all-planes,Fail
spec@!opengl 1.1@clipflat,Fail
@ -765,6 +761,10 @@ spec@arb_clear_texture@arb_clear_texture-sized-formats,Fail
spec@glsl-1.10@execution@glsl-fs-inline-explosion,Crash
spec@glsl-1.10@execution@glsl-vs-inline-explosion,Crash
# A sub-case involving polygon stipple fails because driver doesn't implement
# 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
@ -903,8 +903,6 @@ spec@!opengl 1.4@tex-miplevel-selection-lod,Fail
spec@!opengl 1.4@tex-miplevel-selection-lod-bias,Fail
spec@!opengl 1.5@depth-tex-compare,Fail
spec@!opengl 2.0@attrib-assignments,Fail
spec@!opengl 2.0@gl-2.0-edgeflag,Fail
spec@!opengl 2.0@gl-2.0-edgeflag-immediate,Fail
spec@arb_depth_texture@depth-level-clamp,Fail
spec@arb_depth_texture@texwrap formats,Fail
spec@arb_depth_texture@texwrap formats@GL_DEPTH_COMPONENT16,Fail
@ -978,6 +976,13 @@ spec@ext_direct_state_access@textures@TextureSubImage2DEXT + display list GL_COM
spec@ext_direct_state_access@textures@TextureSubImage2DEXT,Fail
spec@ext_framebuffer_blit@fbo-blit-check-limits,Fail
# Driver is not handling VERT_{ATTRIB,BIT}_EDFLAG at all
spec@!opengl 1.0@gl-1.0-edgeflag,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-const,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-quads,Fail
spec@!opengl 2.0@gl-2.0-edgeflag,Fail
spec@!opengl 2.0@gl-2.0-edgeflag-immediate,Fail
# Remaining crashes are CMA allocation failures.
spec@ext_framebuffer_multisample@blit-mismatched-formats,Fail
spec@ext_framebuffer_multisample@clip-and-scissor-blit 2 msaa,Fail

View file

@ -9,9 +9,6 @@ shaders@point-vertex-id gl_vertexid divisor,Fail
shaders@point-vertex-id gl_vertexid gl_instanceid divisor,Fail
shaders@point-vertex-id gl_vertexid gl_instanceid,Fail
shaders@point-vertex-id gl_vertexid,Fail
spec@!opengl 1.0@gl-1.0-edgeflag,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-quads,Fail
spec@!opengl 1.0@gl-1.0-no-op-paths,Fail
spec@!opengl 1.0@gl-1.0-user-clip-all-planes,Fail
spec@!opengl 1.1@point-line-no-cull,Fail
spec@!opengl 1.1@texwrap formats bordercolor,Fail
@ -39,8 +36,6 @@ spec@!opengl 1.1@texwrap formats bordercolor@GL_RGB16- border color only,Fail
spec@!opengl 1.1@texwrap formats bordercolor@GL_RGBA12- border color only,Fail
spec@!opengl 1.1@texwrap formats bordercolor@GL_RGBA16- border color only,Fail
spec@!opengl 1.4@gl-1.4-polygon-offset,Fail
spec@!opengl 2.0@gl-2.0-edgeflag,Fail
spec@!opengl 2.0@gl-2.0-edgeflag-immediate,Fail
spec@arb_depth_buffer_float@fbo-generatemipmap-formats,Fail
spec@arb_depth_buffer_float@fbo-generatemipmap-formats@GL_DEPTH_COMPONENT32F NPOT,Fail
spec@arb_depth_buffer_float@fbo-generatemipmap-formats@GL_DEPTH_COMPONENT32F,Fail
@ -305,6 +300,16 @@ spec@nv_read_depth@read_depth_gles3,Fail
spec@oes_point_sprite@arb_point_sprite-checkerboard_gles1,Fail
spec@oes_shader_io_blocks@compiler@layout-location-aliasing.vert,Fail
# A sub-case involving polygon stipple fails because driver doesn't implement
# stipple
spec@!opengl 1.0@gl-1.0-no-op-paths,Fail
# Driver is not handling VERT_{ATTRIB,BIT}_EDGEFLAG at all
spec@!opengl 1.0@gl-1.0-edgeflag,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-quads,Fail
spec@!opengl 2.0@gl-2.0-edgeflag,Fail
spec@!opengl 2.0@gl-2.0-edgeflag-immediate,Fail
# There are two problems here. On one side, hardware do not support
# different polygon mode for front and back faces. By default we
# choose the mode set for front face, unless we are culling it; in

View file

@ -11,9 +11,6 @@ shaders@point-vertex-id gl_vertexid divisor,Fail
shaders@point-vertex-id gl_vertexid gl_instanceid divisor,Fail
shaders@point-vertex-id gl_vertexid gl_instanceid,Fail
shaders@point-vertex-id gl_vertexid,Fail
spec@!opengl 1.0@gl-1.0-edgeflag,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-quads,Fail
spec@!opengl 1.0@gl-1.0-no-op-paths,Fail
spec@!opengl 1.0@gl-1.0-user-clip-all-planes,Fail
spec@!opengl 1.1@point-line-no-cull,Fail
spec@!opengl 1.1@texwrap formats bordercolor,Fail
@ -25,8 +22,6 @@ spec@!opengl 1.1@texwrap formats bordercolor@GL_LUMINANCE12_ALPHA12- border colo
spec@!opengl 1.1@texwrap formats bordercolor@GL_LUMINANCE12_ALPHA4- border color only,Fail
spec@!opengl 1.1@texwrap formats bordercolor@GL_LUMINANCE16_ALPHA16- border color only,Fail
spec@!opengl 1.4@gl-1.4-polygon-offset,Fail
spec@!opengl 2.0@gl-2.0-edgeflag,Fail
spec@!opengl 2.0@gl-2.0-edgeflag-immediate,Fail
spec@arb_depth_buffer_float@fbo-generatemipmap-formats,Fail
spec@arb_depth_buffer_float@fbo-generatemipmap-formats@GL_DEPTH_COMPONENT32F NPOT,Fail
spec@arb_depth_buffer_float@fbo-generatemipmap-formats@GL_DEPTH_COMPONENT32F,Fail
@ -275,6 +270,16 @@ spec@nv_read_depth@read_depth_gles3,Fail
spec@oes_point_sprite@arb_point_sprite-checkerboard_gles1,Fail
spec@oes_shader_io_blocks@compiler@layout-location-aliasing.vert,Fail
# A sub-case involving polygon stipple fails because driver doesn't implement
# stipple
spec@!opengl 1.0@gl-1.0-no-op-paths,Fail
# Driver does not handle VERT_{ATTRIB,BIT}_EDGEFLAG at all.
spec@!opengl 1.0@gl-1.0-edgeflag,Fail
spec@!opengl 1.0@gl-1.0-edgeflag-quads,Fail
spec@!opengl 2.0@gl-2.0-edgeflag,Fail
spec@!opengl 2.0@gl-2.0-edgeflag-immediate,Fail
# Hardware do not support line/polygon stipple. In fact, this feature
# was deprecated/removed in newer OpenGL spec versions. It could be
# emulated using shaders.