# "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.*