# Note: skips lists for CI are just a list of lines that, when
# non-zero-length and not starting with '#', will regex match to
# delete lines from the test list.  Be careful.

# This is causing a binning memory overflow problem
dEQP-GLES2.functional.fragment_ops.scissor.outside_render_line

# These are very slow
dEQP-GLES2.functional.uniform_api.random.3
dEQP-GLES2.functional.uniform_api.random.79

# Conformance issue: VC4 needs dynamic loops in the VS to cause a
# shader link failure.
#
# The issue is that the HW doesn't have an exec mask at dispatch
# for the VS, so the shouldn't-be-exec channels have undefined
# contents and may cause infinite loops, leading to GPU hangs.  The
# process of GPU hang reset causes flakes in whatever other jobs are
# running simultaneously, so we can't even leave these in the flakes
# list for tracking.
dEQP-GLES2.functional.shaders.loops.*dynamic.*vertex

# Timeout tests (> 1 minute to run)
KHR-GLES2.texture_3d.filtering.sizes.3x7x5_linear_mipmap_linear
KHR-GLES2.texture_3d.filtering.sizes.4x8x8_linear_mipmap_linear

# Slow tests (> 1 minute to run)
spec@ext_framebuffer_multisample@accuracy
glx@glx-multithread-texture
spec@arb_internalformat_query2@all internalformat_<x>_type pname checks
spec@!opengl 1.1@streaming-texture-leak
spec@!opengl 1.0@gl-1.0-blend-func
shaders@glsl-predication-on-large-array

# Extensions not supported
spec@arb_gpu_shader_fp64.*
spec@arb_gpu_shader_gpu5.*
spec@arb_gpu_shader_int64.*
spec@arb_tessellation_shader.*
spec@arb_texture_cube_map.*
spec@glsl-1.30.*
spec@glsl-1.40.*
spec@glsl-1.50.*
spec@glsl-3.*
spec@glsl-4.*
spec@glsl-es-3.*
