zink: add khr46 to ci

this blocks out all the very long tests and marks failures as needed
to improve the coverage of ci

Acked-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13656>
This commit is contained in:
Mike Blumenkrantz 2021-11-03 12:00:36 -04:00 committed by Marge Bot
parent f5f2426ffd
commit 92215d8da8
4 changed files with 71 additions and 1 deletions

View file

@ -28,6 +28,7 @@ timeout = 180.0
deqp = "/deqp/external/openglcts/modules/glcts"
caselists = [
"/deqp/mustpass/gl32-master.txt",
"/deqp/mustpass/gl46-master.txt",
]
deqp_args = [
"--deqp-surface-width=256",

View file

@ -39,4 +39,4 @@ zink-lvp-deqp:
GALLIUM_DRIVER: "zink" # move here due to bad xvfb-run interactions
VK_DRIVER: lvp # Don't move to the top level, piglit runs do funny stuff with VK_DRIVER set
DEQP_SUITE: zink-lvp
parallel: 2
parallel: 4

View file

@ -1,3 +1,52 @@
KHR-GL46.compute_shader.conditional-dispatching,Fail
KHR-GL46.cull_distance.functional,Fail
KHR-GL46.direct_state_access.queries_functional,Fail
KHR-GL46.direct_state_access.renderbuffers_storage,Fail
KHR-GL46.direct_state_access.renderbuffers_storage_multisample,Fail
KHR-GL46.direct_state_access.vertex_arrays_attribute_format,Fail
KHR-GL46.get_texture_sub_image.errors_test,Fail
KHR-GL46.get_texture_sub_image.functional_test,Fail
KHR-GL46.gpu_shader_fp64.builtin.mod_dvec2,Fail
KHR-GL46.gpu_shader_fp64.builtin.mod_dvec3,Fail
KHR-GL46.gpu_shader_fp64.builtin.mod_dvec4,Fail
KHR-GL46.multi_bind.dispatch_bind_buffers_base,Crash
KHR-GL46.pipeline_statistics_query_tests_ARB.functional_primitives_vertices_submitted_and_clipping_input_output_primitives,Fail
KHR-GL46.sample_shading.render.rgba32f.full,Fail
KHR-GL46.sample_shading.render.rgba32f.half,Fail
KHR-GL46.sample_shading.render.rgba8.full,Fail
KHR-GL46.sample_shading.render.rgba8.half,Fail
KHR-GL46.sample_shading.render.rgba8i.full,Fail
KHR-GL46.sample_shading.render.rgba8i.half,Fail
KHR-GL46.sample_shading.render.rgba8ui.full,Fail
KHR-GL46.sample_shading.render.rgba8ui.half,Fail
KHR-GL46.shader_ballot_tests.ShaderBallotAvailability,Crash
KHR-GL46.shader_ballot_tests.ShaderBallotFunctionRead,Crash
KHR-GL46.shading_language_420pack.binding_uniform_block_array,Crash
KHR-GL46.tessellation_shader.single.isolines_tessellation,Fail
KHR-GL46.tessellation_shader.tessellation_control_to_tessellation_evaluation.data_pass_through,Fail
KHR-GL46.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_PatchVerticesIn,Fail
KHR-GL46.tessellation_shader.tessellation_invariance.invariance_rule3,Fail
KHR-GL46.tessellation_shader.tessellation_shader_point_mode.points_verification,Fail
KHR-GL46.tessellation_shader.tessellation_shader_quads_tessellation.degenerate_case,Fail
KHR-GL46.tessellation_shader.tessellation_shader_quads_tessellation.inner_tessellation_level_rounding,Fail
KHR-GL46.tessellation_shader.tessellation_shader_tessellation.gl_InvocationID_PatchVerticesIn_PrimitiveID,Fail
KHR-GL46.tessellation_shader.vertex.vertex_spacing,Fail
KHR-GL46.texture_barrier_ARB.disjoint-texels,Fail
KHR-GL46.texture_barrier_ARB.overlapping-texels,Fail
KHR-GL46.texture_barrier.disjoint-texels,Fail
KHR-GL46.texture_barrier.overlapping-texels,Fail
KHR-GL46.texture_view.view_classes,Fail
KHR-GL46.texture_view.view_sampling,Fail
KHR-GL46.transform_feedback.capture_geometry_separate_test,Fail
KHR-GL46.transform_feedback.capture_vertex_interleaved_test,Fail
KHR-GL46.transform_feedback.capture_vertex_separate_test,Fail
KHR-GL46.transform_feedback.discard_vertex_test,Fail
KHR-GL46.transform_feedback.draw_xfb_instanced_test,Crash
KHR-GL46.transform_feedback.draw_xfb_stream_instanced_test,Crash
KHR-GL46.transform_feedback.query_geometry_separate_test,Fail
KHR-GL46.transform_feedback.query_vertex_interleaved_test,Fail
KHR-GL46.transform_feedback.query_vertex_separate_test,Fail
dEQP-GLES2.functional.clipping.point.wide_point_clip,Fail
dEQP-GLES2.functional.clipping.point.wide_point_clip_viewport_center,Fail
dEQP-GLES2.functional.clipping.point.wide_point_clip_viewport_corner,Fail

View file

@ -31,3 +31,23 @@ spec@arb_compute_shader@local-id-explosion
# I can't reproduce these crashes locally
# even after running them in loops for 4+ hours, so disable for now
.*tex-miplevel-selection.*
# these are insanely long
KHR-GL46.copy_image.functional
KHR-GL46.texture_swizzle.smoke
KHR-GL46.texture_swizzle.functional
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_points_output_triangle_fan_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_points_output_triangle_strip_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_points_output_triangles_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_with_adjacency_input_points_output_triangle_strip_adjacency_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_with_adjacency_input_points_output_triangles_adjacency_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_triangle_strip_output_triangle_fan_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_triangle_strip_output_triangle_strip_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_triangle_strip_output_triangles_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_with_adjacency_input_triangle_strip_output_triangle_strip_adjacency_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_with_adjacency_input_triangle_strip_output_triangles_adjacency_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_line_strip_output_triangle_fan_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_line_strip_output_triangle_strip_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_input_line_strip_output_triangles_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_with_adjacency_input_line_strip_output_triangle_strip_adjacency_drawcall
KHR-GL46.geometry_shader.rendering.rendering.triangles_with_adjacency_input_line_strip_output_triangles_adjacency_drawcall