# 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.

# Note normal pre-merge CI also includes -premerge-skips.txt, and that's where
# "it's slow but would pass/fail/crash within a couple of minutes" skips should go.

# Timeouts in CI even after 5 minutes
dEQP-VK.tessellation.invariance.inner_triangle_set.quads_equal_spacing
dEQP-VK.tessellation.invariance.inner_triangle_set.triangles_fractional_even_spacing
dEQP-VK.tessellation.invariance.outer_edge_division.quads_equal_spacing
dEQP-VK.tessellation.invariance.outer_edge_division.quads_fractional_even_spacing
dEQP-VK.tessellation.invariance.outer_edge_division.quads_fractional_odd_spacing
dEQP-VK.tessellation.invariance.outer_triangle_set.quads_equal_spacing
dEQP-VK.tessellation.invariance.outer_triangle_set.quads_fractional_even_spacing
dEQP-VK.tessellation.invariance.outer_triangle_set.quads_fractional_odd_spacing
dEQP-VK.tessellation.invariance.outer_triangle_set.triangles_equal_spacing
dEQP-VK.tessellation.invariance.outer_triangle_set.triangles_fractional_even_spacing
dEQP-VK.tessellation.invariance.outer_triangle_set.triangles_fractional_odd_spacing

# Can cause a hangcheck.
#
# even if they sometimes pass and could be categorized as flakes, we skip them
# because device loss will end up failing the rest of the caselist.
dEQP-VK.api.command_buffers.record_many_draws_primary_2
dEQP-VK.api.command_buffers.record_many_draws_secondary_2
spill-dEQP-VK.graphicsfuzz.cov-function-two-loops-limit-using-arguments-array-element-copies
spill-dEQP-VK.graphicsfuzz.cov-nested-loop-large-array-index-using-vector-components

# timeout, spending all its time in nir_compare_deref_paths()
# https://gitlab.freedesktop.org/mesa/mesa/-/issues/5152
dEQP-VK.ubo.random.all_shared_buffer.48

# Still running after 3 hours, time is spent in batch_draw_tracking().
KHR-GLES31.core.shader_image_load_store.basic-allFormats-store-fs

# 60s timeout
KHR-GLES31.core.tessellation_shader.tessellation_control_to_tessellation_evaluation.gl_MaxPatchVertices_Position_PointSize
KHR-GL45.copy_image.functional

# These take most of a minute to run
spec@!opengl 3.0@clearbuffer-depth-cs-probe
spec@ext_texture_array@fbo-depth-array depth-clear
spec@ext_texture_array@fbo-depth-array depth-draw
spec@ext_texture_array@fbo-depth-array fs-writes-depth
spec@ext_texture_array@fbo-depth-array fs-writes-stencil
spec@ext_texture_array@fbo-depth-array stencil-clear
spec@ext_texture_array@fbo-depth-array stencil-draw
spec@ext_transform_feedback@max-varyings
spec@!opengl 1.0@gl-1.0-blend-func

# Skip over a bunch of extensions since we don't have extension fast skipping yet.
spec@glsl-4.*
spec@arb_gpu_shader5.*
spec@arb_gpu_shader_fp64.*
spec@arb_gpu_shader_int64.*

# TC Timeouts
spec@arb_sync@clientwaitsync-timeout
spec@arb_texture_buffer_object@bufferstorage
spec@arb_uniform_buffer_object@bufferstorage
spec@arb_buffer_storage@bufferstorage-persistent read
spec@arb_buffer_storage@bufferstorage-persistent read client-storage
spec@arb_buffer_storage@bufferstorage-persistent read coherent
spec@arb_buffer_storage@bufferstorage-persistent read coherent client-storage
spec@arb_buffer_storage@bufferstorage-persistent_gles3 read
spec@arb_buffer_storage@bufferstorage-persistent_gles3 read client-storage
spec@arb_buffer_storage@bufferstorage-persistent_gles3 read coherent
spec@arb_buffer_storage@bufferstorage-persistent_gles3 read coherent client-storage

# These are redundant with arb_copy_image, so skip them to cut down
# on CI runtime:
spec@nv_copy_image@nv_copy_image.*
