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      1 /*-------------------------------------------------------------------------
      2  * drawElements Quality Program OpenGL ES 3.0 Module
      3  * -------------------------------------------------
      4  *
      5  * Copyright 2014 The Android Open Source Project
      6  *
      7  * Licensed under the Apache License, Version 2.0 (the "License");
      8  * you may not use this file except in compliance with the License.
      9  * You may obtain a copy of the License at
     10  *
     11  *      http://www.apache.org/licenses/LICENSE-2.0
     12  *
     13  * Unless required by applicable law or agreed to in writing, software
     14  * distributed under the License is distributed on an "AS IS" BASIS,
     15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     16  * See the License for the specific language governing permissions and
     17  * limitations under the License.
     18  *
     19  *//*!
     20  * \file
     21  * \brief Stencil tests.
     22  *//*--------------------------------------------------------------------*/
     23 
     24 #include "es3fStencilTests.hpp"
     25 
     26 #include "tcuSurface.hpp"
     27 #include "tcuVector.hpp"
     28 #include "tcuTestLog.hpp"
     29 #include "tcuImageCompare.hpp"
     30 #include "tcuRenderTarget.hpp"
     31 
     32 #include "sglrContextUtil.hpp"
     33 #include "sglrGLContext.hpp"
     34 #include "sglrReferenceContext.hpp"
     35 
     36 #include "deRandom.hpp"
     37 #include "deMath.h"
     38 #include "deString.h"
     39 
     40 #include <vector>
     41 
     42 #include "glwEnums.hpp"
     43 #include "glwDefs.hpp"
     44 
     45 using tcu::Vec3;
     46 using tcu::IVec2;
     47 using tcu::IVec4;
     48 using std::vector;
     49 using namespace glw;
     50 
     51 namespace deqp
     52 {
     53 namespace gles3
     54 {
     55 namespace Functional
     56 {
     57 
     58 class StencilShader : public sglr::ShaderProgram
     59 {
     60 public:
     61 	StencilShader (void)
     62 		: sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
     63 									<< sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
     64 									<< sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
     65 									<< sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
     66 									<< sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
     67 									<< sglr::pdec::VertexSource("#version 300 es\n"
     68 																"in highp vec4 a_position;\n"
     69 																"void main (void)\n"
     70 																"{\n"
     71 																"	gl_Position = a_position;\n"
     72 																"}\n")
     73 									<< sglr::pdec::FragmentSource("#version 300 es\n"
     74 																  "uniform highp vec4 u_color;\n"
     75 																  "layout(location = 0) out mediump vec4 o_color;\n"
     76 																  "void main (void)\n"
     77 																  "{\n"
     78 																  "	o_color = u_color;\n"
     79 																  "}\n"))
     80 		, u_color	(getUniformByName("u_color"))
     81 	{
     82 	}
     83 
     84 	void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color)
     85 	{
     86 		ctx.useProgram(program);
     87 		ctx.uniform4fv(ctx.getUniformLocation(program, "u_color"), 1, color.getPtr());
     88 	}
     89 
     90 private:
     91 	void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
     92 	{
     93 		for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
     94 		{
     95 			rr::VertexPacket& packet = *packets[packetNdx];
     96 
     97 			packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
     98 		}
     99 	}
    100 
    101 	void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
    102 	{
    103 		const tcu::Vec4 color(u_color.value.f4);
    104 
    105 		DE_UNREF(packets);
    106 
    107 		for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
    108 		for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
    109 			rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
    110 	}
    111 
    112 	const sglr::UniformSlot& u_color;
    113 };
    114 
    115 class StencilOp
    116 {
    117 public:
    118 	enum Type
    119 	{
    120 		TYPE_CLEAR_STENCIL = 0,
    121 		TYPE_CLEAR_DEPTH,
    122 		TYPE_QUAD,
    123 
    124 		TYPE_LAST
    125 	};
    126 
    127 	Type		type;
    128 	GLenum		stencilTest;
    129 	int			stencil;	//!< Ref for quad op, clear value for clears
    130 	deUint32	stencilMask;
    131 	GLenum		depthTest;
    132 	float		depth;		//!< Quad depth or clear value
    133 	GLenum		sFail;
    134 	GLenum		dFail;
    135 	GLenum		dPass;
    136 
    137 	StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP)
    138 		: type			(type_)
    139 		, stencilTest	(stencilTest_)
    140 		, stencil		(stencil_)
    141 		, stencilMask	(0xffffffffu)
    142 		, depthTest		(depthTest_)
    143 		, depth			(depth_)
    144 		, sFail			(sFail_)
    145 		, dFail			(dFail_)
    146 		, dPass			(dPass_)
    147 	{
    148 	}
    149 
    150 	static StencilOp clearStencil (int stencil)
    151 	{
    152 		StencilOp op(TYPE_CLEAR_STENCIL);
    153 		op.stencil = stencil;
    154 		return op;
    155 	}
    156 
    157 	static StencilOp clearDepth (float depth)
    158 	{
    159 		StencilOp op(TYPE_CLEAR_DEPTH);
    160 		op.depth = depth;
    161 		return op;
    162 	}
    163 
    164 	static StencilOp quad (GLenum stencilTest, int stencil, GLenum depthTest, float depth, GLenum sFail, GLenum dFail, GLenum dPass)
    165 	{
    166 		return StencilOp(TYPE_QUAD, stencilTest, stencil, depthTest, depth, sFail, dFail, dPass);
    167 	}
    168 };
    169 
    170 class StencilCase : public TestCase
    171 {
    172 public:
    173 						StencilCase			(Context& context, const char* name, const char* description);
    174 	virtual				~StencilCase		(void);
    175 
    176 	void				init				(void);
    177 	void				deinit				(void);
    178 	IterateResult		iterate				(void);
    179 
    180 	virtual void		genOps				(vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil) = DE_NULL;
    181 
    182 private:
    183 	void				executeOps			(sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops);
    184 	void				visualizeStencil	(sglr::Context& context, int stencilBits, int stencilStep);
    185 
    186 	StencilShader		m_shader;
    187 	deUint32			m_shaderID;
    188 };
    189 
    190 StencilCase::StencilCase (Context& context, const char* name, const char* description)
    191 	: TestCase		(context, name, description)
    192 	, m_shaderID	(0)
    193 {
    194 }
    195 
    196 StencilCase::~StencilCase (void)
    197 {
    198 }
    199 
    200 void StencilCase::init (void)
    201 {
    202 }
    203 
    204 void StencilCase::deinit (void)
    205 {
    206 }
    207 
    208 void StencilCase::executeOps (sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops)
    209 {
    210 	// For quadOps
    211 	float x0 = 2.0f*((float)cell.x() / (float)context.getWidth())-1.0f;
    212 	float y0 = 2.0f*((float)cell.y() / (float)context.getHeight())-1.0f;
    213 	float x1 = x0 + 2.0f*((float)cell.z() / (float)context.getWidth());
    214 	float y1 = y0 + 2.0f*((float)cell.w() / (float)context.getHeight());
    215 
    216 	m_shader.setColor(context, m_shaderID, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
    217 
    218 	for (vector<StencilOp>::const_iterator i = ops.begin(); i != ops.end(); i++)
    219 	{
    220 		const StencilOp& op = *i;
    221 
    222 		switch (op.type)
    223 		{
    224 			case StencilOp::TYPE_CLEAR_DEPTH:
    225 				context.enable(GL_SCISSOR_TEST);
    226 				context.scissor(cell.x(), cell.y(), cell.z(), cell.w());
    227 				context.clearDepthf(op.depth);
    228 				context.clear(GL_DEPTH_BUFFER_BIT);
    229 				context.disable(GL_SCISSOR_TEST);
    230 				break;
    231 
    232 			case StencilOp::TYPE_CLEAR_STENCIL:
    233 				context.enable(GL_SCISSOR_TEST);
    234 				context.scissor(cell.x(), cell.y(), cell.z(), cell.w());
    235 				context.clearStencil(op.stencil);
    236 				context.clear(GL_STENCIL_BUFFER_BIT);
    237 				context.disable(GL_SCISSOR_TEST);
    238 				break;
    239 
    240 			case StencilOp::TYPE_QUAD:
    241 				context.enable(GL_DEPTH_TEST);
    242 				context.enable(GL_STENCIL_TEST);
    243 				context.depthFunc(op.depthTest);
    244 				context.stencilFunc(op.stencilTest, op.stencil, op.stencilMask);
    245 				context.stencilOp(op.sFail, op.dFail, op.dPass);
    246 				sglr::drawQuad(context, m_shaderID, Vec3(x0, y0, op.depth), Vec3(x1, y1, op.depth));
    247 				context.disable(GL_STENCIL_TEST);
    248 				context.disable(GL_DEPTH_TEST);
    249 				break;
    250 
    251 			default:
    252 				DE_ASSERT(DE_FALSE);
    253 		}
    254 	}
    255 }
    256 
    257 void StencilCase::visualizeStencil (sglr::Context& context, int stencilBits, int stencilStep)
    258 {
    259 	int endVal				= 1<<stencilBits;
    260 	int numStencilValues	= endVal/stencilStep + 1;
    261 
    262 	context.enable(GL_STENCIL_TEST);
    263 	context.stencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
    264 
    265 	for (int ndx = 0; ndx < numStencilValues; ndx++)
    266 	{
    267 		int			value		= deMin32(ndx*stencilStep, endVal-1);
    268 		float		colorMix	= (float)value/(float)de::max(1, endVal-1);
    269 		tcu::Vec4	color		(0.0f, 1.0f-colorMix, colorMix, 1.0f);
    270 
    271 		m_shader.setColor(context, m_shaderID, color);
    272 		context.stencilFunc(GL_EQUAL, value, 0xffffffffu);
    273 		sglr::drawQuad(context, m_shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
    274 	}
    275 }
    276 
    277 TestCase::IterateResult StencilCase::iterate (void)
    278 {
    279 	const tcu::RenderTarget&	renderTarget		= m_context.getRenderContext().getRenderTarget();
    280 	int							depthBits			= renderTarget.getDepthBits();
    281 	int							stencilBits			= renderTarget.getStencilBits();
    282 
    283 	int							stencilStep			= stencilBits == 8 ? 8 : 1;
    284 	int							numStencilValues	= (1<<stencilBits)/stencilStep + 1;
    285 
    286 	int							gridSize			= (int)deFloatCeil(deFloatSqrt((float)(numStencilValues+2)));
    287 
    288 	int							width				= deMin32(128, renderTarget.getWidth());
    289 	int							height				= deMin32(128, renderTarget.getHeight());
    290 
    291 	tcu::TestLog&				log					= m_testCtx.getLog();
    292 	de::Random					rnd					(deStringHash(m_name.c_str()));
    293 	int							viewportX			= rnd.getInt(0, renderTarget.getWidth()-width);
    294 	int							viewportY			= rnd.getInt(0, renderTarget.getHeight()-height);
    295 	IVec4						viewport			= IVec4(viewportX, viewportY, width, height);
    296 
    297 	tcu::Surface				gles2Frame			(width, height);
    298 	tcu::Surface				refFrame			(width, height);
    299 	GLenum						gles2Error;
    300 
    301 	const char*					failReason			= DE_NULL;
    302 
    303 	// Get ops for stencil values
    304 	vector<vector<StencilOp> >	ops(numStencilValues+2);
    305 	{
    306 		// Values from 0 to max
    307 		for (int ndx = 0; ndx < numStencilValues; ndx++)
    308 			genOps(ops[ndx], stencilBits, depthBits, deMin32(ndx*stencilStep, (1<<stencilBits)-1));
    309 
    310 		// -1 and max+1
    311 		genOps(ops[numStencilValues+0], stencilBits, depthBits, 1<<stencilBits);
    312 		genOps(ops[numStencilValues+1], stencilBits, depthBits, -1);
    313 	}
    314 
    315 	// Compute cells: (x, y, w, h)
    316 	vector<IVec4>				cells;
    317 	int							cellWidth			= width/gridSize;
    318 	int							cellHeight			= height/gridSize;
    319 	for (int y = 0; y < gridSize; y++)
    320 	for (int x = 0; x < gridSize; x++)
    321 		cells.push_back(IVec4(x*cellWidth, y*cellHeight, cellWidth, cellHeight));
    322 
    323 	DE_ASSERT(ops.size() <= cells.size());
    324 
    325 	// Execute for gles3 context
    326 	{
    327 		sglr::GLContext context(m_context.getRenderContext(), log, 0 /* don't log calls or program */, viewport);
    328 
    329 		m_shaderID = context.createProgram(&m_shader);
    330 
    331 		context.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
    332 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
    333 
    334 		for (int ndx = 0; ndx < (int)ops.size(); ndx++)
    335 			executeOps(context, cells[ndx], ops[ndx]);
    336 
    337 		visualizeStencil(context, stencilBits, stencilStep);
    338 
    339 		gles2Error = context.getError();
    340 		context.readPixels(gles2Frame, 0, 0, width, height);
    341 	}
    342 
    343 	// Execute for reference context
    344 	{
    345 		sglr::ReferenceContextBuffers	buffers	(tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
    346 		sglr::ReferenceContext			context	(sglr::ReferenceContextLimits(m_context.getRenderContext()), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
    347 
    348 		m_shaderID = context.createProgram(&m_shader);
    349 
    350 		context.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
    351 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
    352 
    353 		for (int ndx = 0; ndx < (int)ops.size(); ndx++)
    354 			executeOps(context, cells[ndx], ops[ndx]);
    355 
    356 		visualizeStencil(context, stencilBits, stencilStep);
    357 
    358 		context.readPixels(refFrame, 0, 0, width, height);
    359 	}
    360 
    361 	// Check error
    362 	bool errorCodeOk = (gles2Error == GL_NO_ERROR);
    363 	if (!errorCodeOk && !failReason)
    364 		failReason = "Got unexpected error";
    365 
    366 	// Compare images
    367 	const float		threshold	= 0.02f;
    368 	bool			imagesOk	= tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT);
    369 
    370 	if (!imagesOk && !failReason)
    371 		failReason = "Image comparison failed";
    372 
    373 	// Store test result
    374 	bool isOk = errorCodeOk && imagesOk;
    375 	m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
    376 							isOk ? "Pass"				: failReason);
    377 
    378 	return STOP;
    379 }
    380 
    381 StencilTests::StencilTests (Context& context)
    382 	: TestCaseGroup(context, "stencil", "Stencil Tests")
    383 {
    384 }
    385 
    386 StencilTests::~StencilTests (void)
    387 {
    388 }
    389 
    390 typedef void (*GenStencilOpsFunc) (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil);
    391 
    392 class SimpleStencilCase : public StencilCase
    393 {
    394 public:
    395 	SimpleStencilCase (Context& context, const char* name, const char* description, GenStencilOpsFunc genOpsFunc)
    396 		: StencilCase	(context, name, description)
    397 		, m_genOps		(genOpsFunc)
    398 	{
    399 	}
    400 
    401 	void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil)
    402 	{
    403 		m_genOps(dst, stencilBits, depthBits, targetStencil);
    404 	}
    405 
    406 private:
    407 	GenStencilOpsFunc	m_genOps;
    408 };
    409 
    410 void StencilTests::init (void)
    411 {
    412 #define STENCIL_CASE(NAME, DESCRIPTION, GEN_OPS_BODY)														\
    413 	do {																									\
    414 		struct Gen_##NAME {																					\
    415 			static void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil)	\
    416 			{																								\
    417 				DE_UNREF(stencilBits && depthBits);															\
    418 				GEN_OPS_BODY																				\
    419 			}																								\
    420 		};																									\
    421 		addChild(new SimpleStencilCase(m_context, #NAME, DESCRIPTION, Gen_##NAME::genOps));					\
    422 	} while (deGetFalse());
    423 
    424 	STENCIL_CASE(clear, "Stencil clear",
    425 		{
    426 			// \note Unused bits are set to 1, clear should mask them out
    427 			int mask = (1<<stencilBits)-1;
    428 			dst.push_back(StencilOp::clearStencil(targetStencil | ~mask));
    429 		});
    430 
    431 	// Replace in different points
    432 	STENCIL_CASE(stencil_fail_replace, "Set stencil on stencil fail",
    433 		{
    434 			dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
    435 		});
    436 	STENCIL_CASE(depth_fail_replace, "Set stencil on depth fail",
    437 		{
    438 			dst.push_back(StencilOp::clearDepth(0.0f));
    439 			dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP));
    440 		});
    441 	STENCIL_CASE(depth_pass_replace, "Set stencil on depth pass",
    442 		{
    443 			dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE));
    444 		});
    445 
    446 	// Increment, decrement
    447 	STENCIL_CASE(incr_stencil_fail, "Increment on stencil fail",
    448 		{
    449 			if (targetStencil > 0)
    450 			{
    451 				dst.push_back(StencilOp::clearStencil(targetStencil-1));
    452 				dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP));
    453 			}
    454 			else
    455 				dst.push_back(StencilOp::clearStencil(targetStencil));
    456 		});
    457 	STENCIL_CASE(decr_stencil_fail, "Decrement on stencil fail",
    458 		{
    459 			int maxStencil = (1<<stencilBits)-1;
    460 			if (targetStencil < maxStencil)
    461 			{
    462 				dst.push_back(StencilOp::clearStencil(targetStencil+1));
    463 				dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP));
    464 			}
    465 			else
    466 				dst.push_back(StencilOp::clearStencil(targetStencil));
    467 		});
    468 	STENCIL_CASE(incr_wrap_stencil_fail, "Increment (wrap) on stencil fail",
    469 		{
    470 			int maxStencil = (1<<stencilBits)-1;
    471 			dst.push_back(StencilOp::clearStencil((targetStencil-1)&maxStencil));
    472 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP));
    473 		});
    474 	STENCIL_CASE(decr_wrap_stencil_fail, "Decrement (wrap) on stencil fail",
    475 		{
    476 			int maxStencil = (1<<stencilBits)-1;
    477 			dst.push_back(StencilOp::clearStencil((targetStencil+1)&maxStencil));
    478 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP));
    479 		});
    480 
    481 	// Zero, Invert
    482 	STENCIL_CASE(zero_stencil_fail, "Zero on stencil fail",
    483 		{
    484 			dst.push_back(StencilOp::clearStencil(targetStencil));
    485 			dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KEEP));
    486 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
    487 		});
    488 	STENCIL_CASE(invert_stencil_fail, "Invert on stencil fail",
    489 		{
    490 			int mask = (1<<stencilBits)-1;
    491 			dst.push_back(StencilOp::clearStencil((~targetStencil)&mask));
    492 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INVERT, GL_KEEP, GL_KEEP));
    493 		});
    494 
    495 	// Comparison modes
    496 	STENCIL_CASE(cmp_equal, "Equality comparison",
    497 		{
    498 			int mask = (1<<stencilBits)-1;
    499 			int inv  = (~targetStencil)&mask;
    500 			dst.push_back(StencilOp::clearStencil(inv));
    501 			dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    502 			dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    503 		});
    504 	STENCIL_CASE(cmp_not_equal, "Equality comparison",
    505 		{
    506 			int mask = (1<<stencilBits)-1;
    507 			int inv  = (~targetStencil)&mask;
    508 			dst.push_back(StencilOp::clearStencil(inv));
    509 			dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    510 			dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    511 		});
    512 	STENCIL_CASE(cmp_less_than, "Less than comparison",
    513 		{
    514 			int maxStencil = (1<<stencilBits)-1;
    515 			if (targetStencil < maxStencil)
    516 			{
    517 				dst.push_back(StencilOp::clearStencil(targetStencil+1));
    518 				dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    519 				dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    520 			}
    521 			else
    522 				dst.push_back(StencilOp::clearStencil(targetStencil));
    523 		});
    524 	STENCIL_CASE(cmp_less_or_equal, "Less or equal comparison",
    525 		{
    526 			int maxStencil = (1<<stencilBits)-1;
    527 			if (targetStencil < maxStencil)
    528 			{
    529 				dst.push_back(StencilOp::clearStencil(targetStencil+1));
    530 				dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil+1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    531 				dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil+1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    532 			}
    533 			else
    534 				dst.push_back(StencilOp::clearStencil(targetStencil));
    535 		});
    536 	STENCIL_CASE(cmp_greater_than, "Greater than comparison",
    537 		{
    538 			if (targetStencil > 0)
    539 			{
    540 				dst.push_back(StencilOp::clearStencil(targetStencil-1));
    541 				dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    542 				dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    543 			}
    544 			else
    545 				dst.push_back(StencilOp::clearStencil(targetStencil));
    546 		});
    547 	STENCIL_CASE(cmp_greater_or_equal, "Greater or equal comparison",
    548 		{
    549 			if (targetStencil > 0)
    550 			{
    551 				dst.push_back(StencilOp::clearStencil(targetStencil-1));
    552 				dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil-1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    553 				dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil-1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    554 			}
    555 			else
    556 				dst.push_back(StencilOp::clearStencil(targetStencil));
    557 		});
    558 	STENCIL_CASE(cmp_mask_equal, "Equality comparison with mask",
    559 		{
    560 			int valMask = (1<<stencilBits)-1;
    561 			int mask	= (1<<7)|(1<<5)|(1<<3)|(1<<1);
    562 			dst.push_back(StencilOp::clearStencil(~targetStencil));
    563 			StencilOp op = StencilOp::quad(GL_EQUAL, (~targetStencil | ~mask) & valMask, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT);
    564 			op.stencilMask = mask;
    565 			dst.push_back(op);
    566 		});
    567 }
    568 
    569 } // Functional
    570 } // gles3
    571 } // deqp
    572