vc4/v3d/ci: update expected list
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29061>
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@@ -1147,10 +1147,6 @@ spec@khr_texture_compression_astc@miptree-gles ldr@LDR Profile,Fail
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spec@khr_texture_compression_astc@miptree-gles srgb,Fail
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spec@khr_texture_compression_astc@miptree-gles srgb-fp,Fail
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spec@oes_compressed_etc1_rgb8_texture@miptree,Fail
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spec@!opengl 1.0@depth-clear-precision-check,Fail
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spec@!opengl 1.0@depth-clear-precision-check@depth16,Fail
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spec@!opengl 1.0@depth-clear-precision-check@depth32,Fail
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spec@glsl-1.10@execution@variable-indexing@vs-output-array-vec2-index-wr-no-unroll,Fail
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spec@ext_framebuffer_multisample@accuracy 2 depth_draw depthstencil,Fail
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@@ -17,6 +17,7 @@ dEQP-GLES2.functional.fragment_ops.scissor.outside_render_line
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dEQP-GLES2.functional.shaders.loops.*dynamic.*vertex
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# Slow tests (> 1 minute to run)
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spec@!opengl 1.0@depth-clear-precision-check
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spec@!opengl 1.1@streaming-texture-leak
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# Versions / Extensions not supported
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@@ -397,9 +397,6 @@ spec@oes_shader_io_blocks@compiler@layout-location-aliasing.vert,Fail
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# enabled, it uses LLVM instead, which is complete.
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spec@!opengl 1.0@rasterpos,Crash
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# https://gitlab.freedesktop.org/mesa/piglit/-/merge_requests/899
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spec@!opengl 1.0@depth-clear-precision-check,Fail
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# There are two problems here. On one side, hardware do not support
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# different polygon mode for front and back faces. By default we
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# choose the mode set for front face, unless we are culling it; in
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@@ -481,9 +478,6 @@ spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_RG16F,Fail
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spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_RG16I,Fail
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spec@oes_texture_view@rendering-formats@clear GL_RGB10_A2 as GL_RGBA8I,Fail
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spec@!opengl 1.0@depth-clear-precision-check@depth16,Fail
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spec@!opengl 1.0@depth-clear-precision-check@depth24,Fail
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# This fails the subtest for GL_ALPHA16 because we don't support a 16-bit unorm format for rendering
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# so gallium falls back to using an 8-bit unorm format and we lose some precision in the result.
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spec@arb_clear_texture@arb_clear_texture-sized-formats,Fail
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