Commit ebb1ea2d by Jamie Madill Committed by Commit Bot

Fix dEQP test expectations.

These were broken in 1f4d68db because of a lack of test expectation. Also narrow the expectations to the Quadro P400. Also add a new GLES3 OpenGL expectation. Note that putting in a certain configs breaks the GPU test expectations logic on Android: I 20.617s list_tests(01000be22172ac54) Fail to identify GPU I 20.617s list_tests(01000be22172ac54) [ CRASHED ] BUG=angleproject:2222 Change-Id: I783c5e36414a201df64b21c6b7cf8410b2260534 Reviewed-on: https://chromium-review.googlesource.com/754591 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 1f4d68db
...@@ -74,8 +74,9 @@ ...@@ -74,8 +74,9 @@
1418 D3D11 : dEQP-GLES2.functional.clipping.triangle_vertex.clip_three.clip_pos_x_pos_y_pos_z_and_neg_x_pos_y_pos_z_and_neg_x_neg_y_neg_z = FAIL 1418 D3D11 : dEQP-GLES2.functional.clipping.triangle_vertex.clip_three.clip_pos_x_pos_y_pos_z_and_neg_x_pos_y_pos_z_and_neg_x_neg_y_neg_z = FAIL
// Quadro P400 // Quadro P400
2222 D3D11 : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_fragment // TODO(jmadill): Narrow to P400 device only: 0x1CB3.
2222 D3D11 : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_vertex 2222 D3D11 NVIDIA : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_fragment = FAIL
2222 D3D11 NVIDIA : dEQP-GLES2.functional.shaders.functions.control_flow.return_in_nested_loop_vertex = FAIL
// Failures on the D3D11 bots that do not reproduce locally // Failures on the D3D11 bots that do not reproduce locally
// TODO(jmadill): Figure out why these fail on the bots, but not locally. // TODO(jmadill): Figure out why these fail on the bots, but not locally.
......
...@@ -83,12 +83,14 @@ ...@@ -83,12 +83,14 @@
// TODO(jmadill, cwallez): triage the failures below into permanent and temporary failures // TODO(jmadill, cwallez): triage the failures below into permanent and temporary failures
// Quadro P400 // Quadro P400
2222 D3D11 : dEQP-GLES3.functional.shaders.functions.control_flow.return_in_nested_loop_fragment // TODO(jmadill): Narrow to P400 device only: 0x1CB3.
2222 D3D11 : dEQP-GLES3.functional.shaders.functions.control_flow.return_in_nested_loop_vertex 2222 D3D11 NVIDIA : dEQP-GLES3.functional.shaders.functions.control_flow.return_in_nested_loop_fragment = FAIL
2222 D3D11 : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.linear_nearest 2222 D3D11 NVIDIA : dEQP-GLES3.functional.shaders.functions.control_flow.return_in_nested_loop_vertex = FAIL
2222 D3D11 : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.nearest_nearest 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.linear_nearest = FAIL
2222 D3D11 : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.linear_nearest 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.nearest_nearest = FAIL
2222 D3D11 : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.nearest_nearest 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.linear_nearest = FAIL
2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.nearest_nearest = FAIL
2222 LINUX NVIDIA : dEQP-GLES3.functional.fbo.completeness.samples.rbo2_rbo2_rbo0 = FAIL
// Failing everywhere // Failing everywhere
1101 DEBUG RELEASE : dEQP-GLES3.functional.negative_api.texture.compressedtexsubimage2d = FAIL 1101 DEBUG RELEASE : dEQP-GLES3.functional.negative_api.texture.compressedtexsubimage2d = FAIL
......
...@@ -277,7 +277,7 @@ bool GPUTestBotConfig::Matches(const GPUTestConfig& config) const { ...@@ -277,7 +277,7 @@ bool GPUTestBotConfig::Matches(const GPUTestConfig& config) const {
if (config.gpu_vendor().size() > 0) { if (config.gpu_vendor().size() > 0) {
bool contained = false; bool contained = false;
for (size_t i = 0; i < config.gpu_vendor().size(); ++i) { for (size_t i = 0; i < config.gpu_vendor().size(); ++i) {
if (config.gpu_vendor()[i] == gpu_vendor()[0]) { if (!gpu_vendor().empty() && config.gpu_vendor()[i] == gpu_vendor()[0]) {
contained = true; contained = true;
break; break;
} }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment