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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/tests/deqp_support/deqp_gles3_test_expectations.txt | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/tests/deqp_support/deqp_gles3_test_expectations.txt')
-rwxr-xr-x | gfx/angle/src/tests/deqp_support/deqp_gles3_test_expectations.txt | 292 |
1 files changed, 292 insertions, 0 deletions
diff --git a/gfx/angle/src/tests/deqp_support/deqp_gles3_test_expectations.txt b/gfx/angle/src/tests/deqp_support/deqp_gles3_test_expectations.txt new file mode 100755 index 000000000..da30e4faa --- /dev/null +++ b/gfx/angle/src/tests/deqp_support/deqp_gles3_test_expectations.txt @@ -0,0 +1,292 @@ +// Copyright 2015 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. + +// This file contains a list of defective dEQP conformance tests. The expected +// format is: +// {BUG#} {MODIFIERS} : {TEST_NAME} = {PASS,FAIL,FLAKY,TIMEOUT,SKIP} +// +// MODIFIERS can be a combination of the below list: +// WIN XP VISTA WIN7 MAC LEOPARD SNOWLEOPARD LION LINUX CHROMEOS MOUNTAINLION +// MAVERICKS +// NVIDIA AMD INTEL +// 0xabcd - GPU PCI device ID. Specifying a PCI id requires a vendor. +// DEBUG RELEASE +// TODO(jmadill): Add ANGLE Renderer selection modifiers +// +// TEST_NAME can be a specific test name, or have a '*' in the end, which +// indicates a prefix matching. +// +// Examples: +// 91530 MAC WIN LINUX : context_lost_restored = TIMEOUT +// 91533 WIN : gl_min_uniforms = FAIL +// 91531 MAC WIN LINUX : conformance_more_* = SKIP +// 91532 MAC NVIDIA 0x0640 : tex_image_and_sub_image_2d_with_video = PASS FAIL + +// Don't run these tests for faster turnover +998 WIN LINUX : dEQP-GLES3.performance.* = SKIP +998 WIN LINUX : dEQP-GLES3.stress.* = SKIP +1101 WIN LINUX : dEQP-GLES3.functional.flush_finish.* = SKIP + +// TODO(jmadill): Figure out why these fail on the bots, but not locally. +1108 WIN : dEQP-GLES3.functional.shaders.struct.local.dynamic_loop_struct_array_fragment = FAIL +1094 WIN : dEQP-GLES3.functional.shaders.invariance.highp.loop_2 = FAIL +1094 WIN : dEQP-GLES3.functional.shaders.invariance.mediump.loop_2 = FAIL + +// We can't support distinct texture sizes in D3D11. +1097 WIN : dEQP-GLES3.functional.fbo.completeness.size.distinct = FAIL + +// Fail because we support these formats through the ANGLE_depth_texture extension instead of OES_depth_texture +605754 MAC WIN LINUX : dEQP-GLES3.functional.fbo.completeness.renderable.texture.depth.depth_component_unsigned_short = FAIL +605754 MAC WIN LINUX : dEQP-GLES3.functional.fbo.completeness.renderable.texture.depth.depth_component_unsigned_int = FAIL + +// Tests that we fail because they're not in line with the WebGL spec +1335 MAC WIN LINUX : dEQP-GLES3.functional.shaders.preprocessor.conditional_inclusion.basic_2* = FAIL +1335 MAC WIN LINUX : dEQP-GLES3.functional.shaders.preprocessor.conditional_inclusion.defined_macro_defined_test* = FAIL +1335 MAC WIN LINUX : dEQP-GLES3.functional.shaders.preprocessor.conditional_inclusion.defined_macro_undef* = FAIL +1335 MAC WIN LINUX : dEQP-GLES3.functional.shaders.preprocessor.conditional_inclusion.define_defined* = FAIL +1335 MAC WIN LINUX : dEQP-GLES3.functional.shaders.preprocessor.conditional_inclusion.define_defined_outside_if* = FAIL + +//////////////////////////////////////////////////////////////////////////////// +// +// Temporary entries: they should be removed once the bugs are fixed. +// +//////////////////////////////////////////////////////////////////////////////// + +// TODO(jmadill): Find why this fails when run in a certain sequence, but not singly. +1098 WIN : dEQP-GLES3.functional.uniform_api.random.50 = FAIL + +// Missing the SampleCmp instruction in vertex shaders. +1435 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturelod.sampler2dshadow_vertex = FAIL +1435 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturelodoffset.sampler2dshadow_vertex = FAIL +1435 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojlod.sampler2dshadow_vertex = FAIL +1435 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojlodoffset.sampler2dshadow_vertex = FAIL + +// SampleCmp is missing gradient/offset parameters in HLSL. +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturelod.sampler2dshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturelodoffset.sampler2dshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojlod.sampler2dshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojlodoffset.sampler2dshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegrad.sampler2dshadow_vertex = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegrad.sampler2dshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegrad.sampler2darrayshadow_vertex = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegrad.sampler2darrayshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegradoffset.sampler2dshadow_vertex = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegradoffset.sampler2dshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegradoffset.sampler2darrayshadow_vertex = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.texturegradoffset.sampler2darrayshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojgrad.sampler2dshadow_vertex = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojgrad.sampler2dshadow_fragment = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojgradoffset.sampler2dshadow_vertex = FAIL +1436 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojgradoffset.sampler2dshadow_fragment = FAIL + +// TODO(jmadill, cwallez): triage the failures below into permanent and temporary failures + +// Windows and Linux failures + +1101 WIN LINUX : dEQP-GLES3.functional.negative_api.texture.compressedtexsubimage2d = FAIL +1101 WIN LINUX : dEQP-GLES3.functional.negative_api.texture.compressedtexsubimage2d_invalid_size = FAIL +1101 WIN LINUX : dEQP-GLES3.functional.negative_api.texture.compressedtexsubimage3d = FAIL +1101 WIN LINUX : dEQP-GLES3.functional.negative_api.texture.compressedtexsubimage3d_invalid_buffer_target = FAIL +1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_nearest_clamp = FAIL +1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_nearest_repeat = FAIL +1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_nearest_mirror = FAIL +1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_nearest_clamp = FAIL +1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_nearest_repeat = FAIL +1095 WIN LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_nearest_mirror = FAIL + +// Windows only failure + +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_vertex.scalar = FAIL +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_vertex.vec2 = FAIL +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_vertex.vec3 = FAIL +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_vertex.vec4 = FAIL +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_fragment.scalar = FAIL +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_fragment.vec2 = FAIL +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_fragment.vec3 = FAIL +1093 WIN : dEQP-GLES3.functional.shaders.builtin_functions.precision.tanh.highp_fragment.vec4 = FAIL +1092 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureoffset.sampler3d_fixed_fragment = FAIL +1092 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureoffset.sampler3d_float_fragment = FAIL +1092 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojoffset.sampler3d_fixed_fragment = FAIL +1092 WIN : dEQP-GLES3.functional.shaders.texture_functions.textureprojoffset.sampler3d_float_fragment = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.depth_stencil.stencil_depth_funcs.stencil_* = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.depth_stencil.stencil_ops.* = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.depth_stencil.write_mask.* = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.depth_stencil.random.* = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_one_minus_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_one_minus_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_one_minus_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.add_one_minus_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_one_minus_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_one_minus_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_one_minus_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.subtract_one_minus_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_one_minus_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_one_minus_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_one_minus_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.default_framebuffer.equation_src_func_dst_func.reverse_subtract_one_minus_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_one_minus_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_one_minus_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_one_minus_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.add_one_minus_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_one_minus_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_one_minus_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_one_minus_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.subtract_one_minus_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_one_minus_constant_color_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_one_minus_constant_color_one_minus_constant_alpha = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_one_minus_constant_alpha_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.blend.fbo_srgb.equation_src_func_dst_func.reverse_subtract_one_minus_constant_alpha_one_minus_constant_color = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.random.* = FAIL +1096 WIN : dEQP-GLES3.functional.fragment_ops.interaction.basic_shader.* = FAIL +1098 WIN : dEQP-GLES3.functional.uniform_api.random.8 = FAIL +1098 WIN : dEQP-GLES3.functional.uniform_api.random.81 = FAIL +1101 WIN : dEQP-GLES3.functional.polygon_offset.fixed16_render_with_units = FAIL +1101 WIN : dEQP-GLES3.functional.polygon_offset.fixed24_render_with_units = FAIL +1101 WIN : dEQP-GLES3.functional.lifetime.attach.deleted_input.buffer_vertex_array = FAIL + +// Windows Intel-specific failures + +1349 WIN INTEL : dEQP-GLES3.functional.shaders.texture_functions.texturelod.isamplercube_* = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.shaders.texture_functions.texturelod.usamplercube_* = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.shaders.texture_functions.texturegrad.isamplercube_vertex = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.shaders.texture_functions.texturegrad.usamplercube_vertex = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.shaders.texture_functions.texturegrad.usamplercube_fragment = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.2_units.only_cube.0 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.2_units.only_cube.2 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.2_units.only_cube.4 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.2_units.only_cube.7 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.2_units.only_cube.8 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.2_units.mixed.4 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.only_cube.0 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.only_cube.1 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.only_cube.2 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.only_cube.6 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.only_cube.7 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.only_cube.8 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.only_cube.9 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.mixed.4 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.mixed.6 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.4_units.mixed.7 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.8_units.only_cube.* = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.8_units.mixed.2 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.8_units.mixed.3 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.8_units.mixed.4 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.8_units.mixed.6 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.8_units.mixed.7 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.all_units.only_cube.* = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.all_units.mixed.2 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.all_units.mixed.3 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.all_units.mixed.4 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.all_units.mixed.6 = FAIL +1349 WIN INTEL : dEQP-GLES3.functional.texture.units.all_units.mixed.7 = FAIL + +// Linux only failures + +// UBO tests trigger crashes when getting the program info log, skip them until this is fixed. +1323 LINUX : dEQP-GLES3.functional.ubo.* = SKIP + +1323 LINUX : dEQP-GLES3.functional.draw.random.210 = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.blit.default_framebuffer.srgb8_alpha8 = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.blit.default_framebuffer.srgb8_alpha8_linear_out_of_bounds_blit_to_default = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.blit.default_framebuffer.srgb8_alpha8_linear_scale_blit_to_default = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.blit.default_framebuffer.srgb8_alpha8_nearest_scale_blit_to_default = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.depth.depth_test_clamp.depth_component32f = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.depth.depth_test_clamp.depth32f_stencil8 = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.depth.depth_write_clamp.depth_component32f = FAIL +1323 LINUX : dEQP-GLES3.functional.fbo.depth.depth_write_clamp.depth32f_stencil8 = FAIL +1323 LINUX : dEQP-GLES3.functional.rasterization.fbo.rbo_multisample_max.primitives.points = FAIL +1323 LINUX : dEQP-GLES3.functional.state_query.integers64.max_server_wait_timeout_getfloat = FAIL +1323 LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_linear_clamp = FAIL +1323 LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_linear_mirror = FAIL +1323 LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.linear_linear_repeat = FAIL +1323 LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_linear_clamp = FAIL +1323 LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_linear_mirror = FAIL +1323 LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.nearest_linear_repeat = FAIL +1098 LINUX : dEQP-GLES3.functional.uniform_api.random.6 = FAIL + +// While loops with 'continue' seem flaky on Linux. (Possibly all GL renderers) +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.conditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.conditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.unconditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.unconditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.only_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.only_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.double_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.double_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.mixed_break_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_constant_iterations.mixed_break_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.conditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.conditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.unconditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.unconditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.only_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.only_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.double_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.double_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.mixed_break_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_uniform_iterations.mixed_break_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.conditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.conditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.unconditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.unconditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.only_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.only_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.double_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.double_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.mixed_break_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.while_dynamic_iterations.mixed_break_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.conditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.conditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.unconditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.unconditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.only_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.only_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.double_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.double_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.mixed_break_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_constant_iterations.mixed_break_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.conditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.conditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.unconditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.unconditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.only_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.only_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.double_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.double_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.mixed_break_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_uniform_iterations.mixed_break_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.conditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.conditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.unconditional_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.unconditional_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.only_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.only_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.double_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.double_continue_fragment = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.mixed_break_continue_vertex = FAIL +1324 LINUX : dEQP-GLES3.functional.shaders.loops.do_while_dynamic_iterations.mixed_break_continue_fragment = FAIL |