# Exclude this test which might fail when a new extension is implemented.
dEQP-VK.info.device_extensions

# Exclude WSI related tests.
dEQP-VK.image.swapchain_mutable.*
dEQP-VK.wsi.*

# Exclude these memory tests that usually take more than 30s to complete.
dEQP-VK.memory.mapping.dedicated_alloc.image.full.1048577.*
dEQP-VK.memory.mapping.suballocation.full.variable.implicit_unmap
dEQP-VK.memory.pipeline_barrier.all.1048576_vertex_buffer_stride_2
dEQP-VK.memory.pipeline_barrier.all.1048576_vertex_buffer_stride_4
dEQP-VK.memory.pipeline_barrier.all.65536_vertex_buffer_stride_2
dEQP-VK.memory.pipeline_barrier.all.65536_vertex_buffer_stride_4
dEQP-VK.memory.pipeline_barrier.host_read_host_write.1048576
dEQP-VK.memory.pipeline_barrier.host_read_host_write.65536
dEQP-VK.memory.pipeline_barrier.host_write_transfer_src.1048576
dEQP-VK.memory.pipeline_barrier.transfer_src_transfer_dst.1048576

# Those cases take very long.
dEQP-VK.ray_tracing_pipeline.build.*1048576.*
dEQP-VK.ray_tracing_pipeline.build.*65536.*
dEQP-VK.ray_tracing_pipeline.build.*_4096_4_4
dEQP-VK.ray_tracing_pipeline.build.*_4_4096_4
dEQP-VK.ray_tracing_pipeline.build.*_4_4_4096

dEQP-VK.ray_tracing_pipeline.large_shader_set.*.4096

dEQP-VK.ray_tracing_pipeline.misc.maxrtinvocations_AABB
dEQP-VK.ray_tracing_pipeline.misc.maxrtinvocations_tri

# Those cases take very long and hang the gpu.
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_11
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_12
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_13
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_14
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_AABB_15
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_11
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_12
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_13
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_14
dEQP-VK.ray_tracing_pipeline.misc.recursiveTraces_tri_15

# LLVM (soft hangs)
dEQP-VK.graphicsfuzz.while-inside-switch

# LLVM (timeouts)
dEQP-VK.graphicsfuzz.spv-stable-maze-O-dead-code
dEQP-VK.graphicsfuzz.spv-stable-maze-O-memory-accesses
dEQP-VK.spirv_assembly.instruction.graphics.16bit_storage.uniform_32struct_to_16struct.uniform_buffer_block_geom

# Those cases seem to usually timeout.
dEQP-VK.binding_model.descriptor_buffer.multiple.*buffers32_sets1

# These cases are slow.
dEQP-VK.texture.explicit_lod.2d.sizes.128x128_.*
dEQP-VK.api.device_init.create_instance_device_intentional_alloc_fail.basic
