# "dEQP error: NIR validation failed after deserialize
#  decl_var  INTERP_MODE_NONE highp vec4 a_position
#  error: var->data.mode & valid_modes (../src/compiler/nir/nir_validate.c:1526)
#  decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
dEQP-GLES3.functional.uniform_api.value.assigned.by_pointer.render.multiple_nested_structs_arrays.both

# Something unstable with >4bpp integer textures?  The colors are always very close, not
# an obvious layout or cache flushing bug.
dEQP-GLES3.functional.fbo.blit.conversion.rgba16i_to_rgba16i
dEQP-GLES3.functional.fbo.blit.conversion.rgba16i_to_rgba32i
dEQP-GLES3.functional.fbo.blit.conversion.rgba16ui_to_rgba16ui
dEQP-GLES3.functional.fbo.blit.conversion.rgba16ui_to_rgba32ui
dEQP-GLES3.functional.fbo.blit.conversion.rgba32i_to_rgba16i
dEQP-GLES3.functional.fbo.blit.conversion.rgba32ui_to_rgba16ui
dEQP-GLES3.functional.texture.format.*rgba16i
dEQP-GLES3.functional.texture.format.*rgba16ui
dEQP-GLES3.functional.texture.format.*rg.*32i
dEQP-GLES3.functional.texture.format.*rg.*32ui
dEQP-GLES3.functional.texture.specification.*rg.*32i
dEQP-GLES3.functional.texture.specification.*rg.*32ui
dEQP-GLES31.functional.texture.specification.*rg.*32i
dEQP-GLES31.functional.texture.specification.*rg.*32ui
dEQP-GLES31.functional.texture.format.buffer.rg32.*i
dEQP-GLES31.functional.texture.format.buffer.rg32.*ui

# Something unstable with vertex texturing
dEQP-GLES2.functional.shaders.struct.uniform.sampler_vertex
dEQP-GLES3.functional.shaders.struct.uniform.sampler_vertex
dEQP-GLES3.functional.texture.vertex.*
KHR-GLES31.core.texture_storage_multisample.FunctionalTests.texture_size_in_vertex_shaders

# Intermittent GPU faults:
# nouveau 57000000.gpu: fifo: fault 01 [WRITE] at 0000000001703000 engine 1b [CE2] client 18 [HUB/GR_CE] reason 02 [PTE] on channel 5 [04001f5000 deqp-gles3[289]]
dEQP-GLES3.functional.multisample.fbo_8_samples.constancy_sample_coverage
dEQP-GLES3.functional.multisample.fbo_8_samples.proportionality_alpha_to_coverage
dEQP-GLES3.functional.multisample.fbo_8_samples.proportionality_sample_coverage
dEQP-GLES3.functional.multisample.fbo_max_samples.common_edge_viewport_quad
dEQP-GLES3.functional.multisample.fbo_max_samples.proportionality_alpha_to_coverage
dEQP-GLES3.functional.rasterization.fbo.rbo_multisample_max.fill_rules.clipped_full

# Intermittent GPU fault:
# nouveau 57000000.gpu: fifo: fault 01 [WRITE] at 0000000001720000 engine 1b [CE2] client 18 [HUB/GR_CE] reason 02 [PTE] on channel 7 [04001e4000 deqp-gles3[221]]
dEQP-GLES3.functional.texture.size.cube.256x256_rgb888

# Intermittent GPU fault in rgb32i_cube takes out r16f_cube as well when the channel dies.
# nouveau 57000000.gpu: fifo: fault 01 [WRITE] at 00000000016c0000 engine 1b [CE2] client 18 [HUB/GR_CE] reason 02 [PTE] on channel 3 [04001d8000 deqp-gles3[236]]
dEQP-GLES3.functional.texture.specification.texstorage2d.format.rgb32i_cube
dEQP-GLES3.functional.texture.specification.texstorage2d.format.r16f_cube

# More intermittent GPU fault flake pairs, each pair triggered by an msaa test:
# nouveau 57000000.gpu: fifo: fault 01 [WRITE] at 0000000001b1f000 engine 1b [CE2] client 18 [HUB/GR_CE] reason 02 [PTE] on channel 6 [040032f000 deqp-gles3[306]]
dEQP-GLES3.functional.fbo.msaa.renderbuffer_resize.ms_to_ms
dEQP-GLES3.functional.fbo.invalidate.format.rgb10_a2ui
dEQP-GLES3.functional.fbo.msaa.8_samples.rgb5_a1
dEQP-GLES3.functional.fbo.msaa.renderbuffer_resize.ms_to_nonms
dEQP-GLES3.functional.shaders.derivate.fwidth.texture.msaa4.vec3_highp
dEQP-GLES3.functional.shaders.builtin_functions.common.floatbitstoint.vec4_highp_vertex
dEQP-GLES3.functional.shaders.derivate.fwidth.texture.msaa4.vec4_mediump
dEQP-GLES3.functional.shaders.builtin_functions.common.abs.ivec3_highp_vertex
dEQP-GLES3.functional.shaders.derivate.dfdy.fbo_msaa4.vec2_highp
dEQP-GLES3.functional.shaders.derivate.dfdy.fbo_msaa4.vec4_mediump
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.at_sample_id.multisample_rbo_8
dEQP-GLES31.functional.shaders.opaque_type_indexing.sampler.const_expression.geometry.sampler2d

# non-gpu-hang crash, no stderr.
dEQP-GLES3.functional.texture.units.all_units.only_cube.0
dEQP-GLES3.functional.texture.units.all_units.only_cube.9

# segfault, no stderr.
dEQP-GLES3.functional.ubo.random.all_per_block_buffers.11

dEQP-GLES2.functional.fbo.render.color.mix_tex2d_rgb
dEQP-GLES2.functional.fbo.render.stencil.npot_tex2d_rgba_stencil_index8

dEQP-GLES3.functional.dither.disabled.unicolored_quad_blue
dEQP-GLES3.functional.fbo.invalidate.default.sub_bind_stencil
dEQP-GLES3.functional.fbo.msaa.renderbuffer_resize.nonms_to_ms
dEQP-GLES3.functional.read_pixels.alignment.choose_8
dEQP-GLES3.functional.shaders.derivate.fwidth.texture.msaa4.vec2_mediump
dEQP-GLES3.functional.texture.compressed.astc.*
dEQP-GLES3.functional.ubo.multi_nested_struct.per_block_buffer.shared_instance_array_fragment
dEQP-GLES3.functional.ubo.random.all_shared_buffer.35
dEQP-GLES3.functional.ubo.random.basic_types.21
dEQP-GLES3.functional.ubo.single_struct_array.single_buffer.shared_instance_array_both
dEQP-GLES3.functional.ubo.single_struct.single_buffer.shared_instance_array_both
dEQP-GLES31.functional.shaders.helper_invocation.derivate.*
dEQP-GLES31.functional.shaders.helper_invocation.derivate.*_4_samples_fwidth
dEQP-GLES31.functional.shaders.helper_invocation.value.*_4_samples
dEQP-GLES31.functional.shaders.multisample_interpolation.interpolate_at_sample.static_sample_number.multisample_texture_8
dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bits_unique_per_two_samples.multisample_texture_8
dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.multisample_texture_8
dEQP-GLES31.functional.texture.multisample.samples_1.sample_position
KHR-GLES3.copy_tex_image_conversions.*
KHR-GLES3.copy_tex_image_conversions.required.cubemap_posy_texture2d
KHR-GLES3.copy_tex_image_conversions.required.cubemap_posz_cubemap_posx
KHR-GLES3.copy_tex_image_conversions.required.texture3d_cubemap_posx
KHR-GLES3.packed_pixels.varied_rectangle.rgb16f
KHR-GLES3.packed_pixels.varied_rectangle.rgba32f
KHR-GLES3.packed_pixels.varied_rectangle.rgba8_snorm
KHR-GLES31.core.draw_indirect.basic-buffer-copySubData
KHR-GLES31.core.texture_buffer.texture_buffer_conv_int_to_float
KHR-GLES31.core.texture_gather.offset-gather-depth-2darray
KHR-GLES31.core.texture_gather.offset-gather-float-2d
KHR-GLES31.core.texture_gather.offset-gather-float-2darray
KHR-GLES31.core.texture_gather.offset-gather-uint-2d
KHR-GLES31.core.texture_gather.plain-gather-float-2d
KHR-GLES31.core.texture_gather.plain-gather-float-2darray
KHR-GLES31.core.texture_gather.plain-gather-float-cube-rgba
KHR-GLES31.core.texture_gather.swizzle
KHR-GLES31.core.texture_storage_multisample.FunctionalTests.verify_sample_masking_for_non_integer_color_renderable_internalformats
KHR-GLES31.core.vertex_attrib_binding.*
