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      1 /*-------------------------------------------------------------------------
      2  * drawElements Quality Program OpenGL ES 2.0 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 "es2fStencilTests.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 gles2
     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("attribute highp vec4 a_position;\n"
     68 																"void main (void)\n"
     69 																"{\n"
     70 																"	gl_Position = a_position;\n"
     71 																"}\n")
     72 									<< sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
     73 																  "void main (void)\n"
     74 																  "{\n"
     75 																  "	gl_FragColor = u_color;\n"
     76 																  "}\n"))
     77 		, u_color	(getUniformByName("u_color"))
     78 	{
     79 	}
     80 
     81 	void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color)
     82 	{
     83 		ctx.useProgram(program);
     84 		ctx.uniform4fv(ctx.getUniformLocation(program, "u_color"), 1, color.getPtr());
     85 	}
     86 
     87 private:
     88 	void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
     89 	{
     90 		for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
     91 		{
     92 			rr::VertexPacket& packet = *packets[packetNdx];
     93 
     94 			packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
     95 		}
     96 	}
     97 
     98 	void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
     99 	{
    100 		const tcu::Vec4 color(u_color.value.f4);
    101 
    102 		DE_UNREF(packets);
    103 
    104 		for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
    105 		for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
    106 			rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
    107 	}
    108 
    109 	const sglr::UniformSlot& u_color;
    110 };
    111 
    112 class StencilOp
    113 {
    114 public:
    115 	enum Type
    116 	{
    117 		TYPE_CLEAR_STENCIL = 0,
    118 		TYPE_CLEAR_DEPTH,
    119 		TYPE_QUAD,
    120 
    121 		TYPE_LAST
    122 	};
    123 
    124 	Type		type;
    125 	GLenum		stencilTest;
    126 	int			stencil;	//!< Ref for quad op, clear value for clears
    127 	deUint32	stencilMask;
    128 	GLenum		depthTest;
    129 	float		depth;		//!< Quad depth or clear value
    130 	GLenum		sFail;
    131 	GLenum		dFail;
    132 	GLenum		dPass;
    133 
    134 	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)
    135 		: type			(type_)
    136 		, stencilTest	(stencilTest_)
    137 		, stencil		(stencil_)
    138 		, stencilMask	(0xffffffffu)
    139 		, depthTest		(depthTest_)
    140 		, depth			(depth_)
    141 		, sFail			(sFail_)
    142 		, dFail			(dFail_)
    143 		, dPass			(dPass_)
    144 	{
    145 	}
    146 
    147 	static StencilOp clearStencil (int stencil)
    148 	{
    149 		StencilOp op(TYPE_CLEAR_STENCIL);
    150 		op.stencil = stencil;
    151 		return op;
    152 	}
    153 
    154 	static StencilOp clearDepth (float depth)
    155 	{
    156 		StencilOp op(TYPE_CLEAR_DEPTH);
    157 		op.depth = depth;
    158 		return op;
    159 	}
    160 
    161 	static StencilOp quad (GLenum stencilTest, int stencil, GLenum depthTest, float depth, GLenum sFail, GLenum dFail, GLenum dPass)
    162 	{
    163 		return StencilOp(TYPE_QUAD, stencilTest, stencil, depthTest, depth, sFail, dFail, dPass);
    164 	}
    165 };
    166 
    167 class StencilCase : public TestCase
    168 {
    169 public:
    170 						StencilCase			(Context& context, const char* name, const char* description);
    171 	virtual				~StencilCase		(void);
    172 
    173 	void				init				(void);
    174 	void				deinit				(void);
    175 	IterateResult		iterate				(void);
    176 
    177 	virtual void		genOps				(vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil) = DE_NULL;
    178 
    179 private:
    180 	void				executeOps			(sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops);
    181 	void				visualizeStencil	(sglr::Context& context, int stencilBits, int stencilStep);
    182 
    183 	StencilShader		m_shader;
    184 	deUint32			m_shaderID;
    185 };
    186 
    187 StencilCase::StencilCase (Context& context, const char* name, const char* description)
    188 	: TestCase		(context, name, description)
    189 	, m_shaderID	(0)
    190 {
    191 }
    192 
    193 StencilCase::~StencilCase (void)
    194 {
    195 }
    196 
    197 void StencilCase::init (void)
    198 {
    199 }
    200 
    201 void StencilCase::deinit (void)
    202 {
    203 }
    204 
    205 void StencilCase::executeOps (sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops)
    206 {
    207 	// For quadOps
    208 	float x0 = 2.0f*((float)cell.x() / (float)context.getWidth())-1.0f;
    209 	float y0 = 2.0f*((float)cell.y() / (float)context.getHeight())-1.0f;
    210 	float x1 = x0 + 2.0f*((float)cell.z() / (float)context.getWidth());
    211 	float y1 = y0 + 2.0f*((float)cell.w() / (float)context.getHeight());
    212 
    213 	m_shader.setColor(context, m_shaderID, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
    214 
    215 	for (vector<StencilOp>::const_iterator i = ops.begin(); i != ops.end(); i++)
    216 	{
    217 		const StencilOp& op = *i;
    218 
    219 		switch (op.type)
    220 		{
    221 			case StencilOp::TYPE_CLEAR_DEPTH:
    222 				context.enable(GL_SCISSOR_TEST);
    223 				context.scissor(cell.x(), cell.y(), cell.z(), cell.w());
    224 				context.clearDepthf(op.depth);
    225 				context.clear(GL_DEPTH_BUFFER_BIT);
    226 				context.disable(GL_SCISSOR_TEST);
    227 				break;
    228 
    229 			case StencilOp::TYPE_CLEAR_STENCIL:
    230 				context.enable(GL_SCISSOR_TEST);
    231 				context.scissor(cell.x(), cell.y(), cell.z(), cell.w());
    232 				context.clearStencil(op.stencil);
    233 				context.clear(GL_STENCIL_BUFFER_BIT);
    234 				context.disable(GL_SCISSOR_TEST);
    235 				break;
    236 
    237 			case StencilOp::TYPE_QUAD:
    238 				context.enable(GL_DEPTH_TEST);
    239 				context.enable(GL_STENCIL_TEST);
    240 				context.depthFunc(op.depthTest);
    241 				context.stencilFunc(op.stencilTest, op.stencil, op.stencilMask);
    242 				context.stencilOp(op.sFail, op.dFail, op.dPass);
    243 				sglr::drawQuad(context, m_shaderID, Vec3(x0, y0, op.depth), Vec3(x1, y1, op.depth));
    244 				context.disable(GL_STENCIL_TEST);
    245 				context.disable(GL_DEPTH_TEST);
    246 				break;
    247 
    248 			default:
    249 				DE_ASSERT(DE_FALSE);
    250 		}
    251 	}
    252 }
    253 
    254 void StencilCase::visualizeStencil (sglr::Context& context, int stencilBits, int stencilStep)
    255 {
    256 	int endVal				= 1<<stencilBits;
    257 	int numStencilValues	= endVal/stencilStep + 1;
    258 
    259 	context.enable(GL_STENCIL_TEST);
    260 	context.stencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
    261 
    262 	for (int ndx = 0; ndx < numStencilValues; ndx++)
    263 	{
    264 		int			value		= deMin32(ndx*stencilStep, endVal-1);
    265 		float		colorMix	= (float)value/(float)de::max(1, endVal-1);
    266 		tcu::Vec4	color		(0.0f, 1.0f-colorMix, colorMix, 1.0f);
    267 
    268 		m_shader.setColor(context, m_shaderID, color);
    269 		context.stencilFunc(GL_EQUAL, value, 0xffffffffu);
    270 		sglr::drawQuad(context, m_shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
    271 	}
    272 }
    273 
    274 TestCase::IterateResult StencilCase::iterate (void)
    275 {
    276 	const tcu::RenderTarget&	renderTarget		= m_context.getRenderContext().getRenderTarget();
    277 	int							depthBits			= renderTarget.getDepthBits();
    278 	int							stencilBits			= renderTarget.getStencilBits();
    279 
    280 	int							stencilStep			= stencilBits == 8 ? 8 : 1;
    281 	int							numStencilValues	= (1<<stencilBits)/stencilStep + 1;
    282 
    283 	int							gridSize			= (int)deFloatCeil(deFloatSqrt((float)(numStencilValues+2)));
    284 
    285 	int							width				= deMin32(128, renderTarget.getWidth());
    286 	int							height				= deMin32(128, renderTarget.getHeight());
    287 
    288 	tcu::TestLog&				log					= m_testCtx.getLog();
    289 	de::Random					rnd					(deStringHash(m_name.c_str()));
    290 	int							viewportX			= rnd.getInt(0, renderTarget.getWidth()-width);
    291 	int							viewportY			= rnd.getInt(0, renderTarget.getHeight()-height);
    292 	IVec4						viewport			= IVec4(viewportX, viewportY, width, height);
    293 
    294 	tcu::Surface				gles2Frame			(width, height);
    295 	tcu::Surface				refFrame			(width, height);
    296 	GLenum						gles2Error;
    297 
    298 	const char*					failReason			= DE_NULL;
    299 
    300 	// Get ops for stencil values
    301 	vector<vector<StencilOp> >	ops(numStencilValues+2);
    302 	{
    303 		// Values from 0 to max
    304 		for (int ndx = 0; ndx < numStencilValues; ndx++)
    305 			genOps(ops[ndx], stencilBits, depthBits, deMin32(ndx*stencilStep, (1<<stencilBits)-1));
    306 
    307 		// -1 and max+1
    308 		genOps(ops[numStencilValues+0], stencilBits, depthBits, 1<<stencilBits);
    309 		genOps(ops[numStencilValues+1], stencilBits, depthBits, -1);
    310 	}
    311 
    312 	// Compute cells: (x, y, w, h)
    313 	vector<IVec4>				cells;
    314 	int							cellWidth			= width/gridSize;
    315 	int							cellHeight			= height/gridSize;
    316 	for (int y = 0; y < gridSize; y++)
    317 	for (int x = 0; x < gridSize; x++)
    318 		cells.push_back(IVec4(x*cellWidth, y*cellHeight, cellWidth, cellHeight));
    319 
    320 	DE_ASSERT(ops.size() <= cells.size());
    321 
    322 	// Execute for gles2 context
    323 	{
    324 		sglr::GLContext context(m_context.getRenderContext(), log, 0 /* don't log calls or program */, viewport);
    325 
    326 		m_shaderID = context.createProgram(&m_shader);
    327 
    328 		context.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
    329 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
    330 
    331 		for (int ndx = 0; ndx < (int)ops.size(); ndx++)
    332 			executeOps(context, cells[ndx], ops[ndx]);
    333 
    334 		visualizeStencil(context, stencilBits, stencilStep);
    335 
    336 		gles2Error = context.getError();
    337 		context.readPixels(gles2Frame, 0, 0, width, height);
    338 	}
    339 
    340 	// Execute for reference context
    341 	{
    342 		sglr::ReferenceContextBuffers	buffers	(tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
    343 		sglr::ReferenceContext			context	(sglr::ReferenceContextLimits(m_context.getRenderContext()), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
    344 
    345 		m_shaderID = context.createProgram(&m_shader);
    346 
    347 		context.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
    348 		context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
    349 
    350 		for (int ndx = 0; ndx < (int)ops.size(); ndx++)
    351 			executeOps(context, cells[ndx], ops[ndx]);
    352 
    353 		visualizeStencil(context, stencilBits, stencilStep);
    354 
    355 		context.readPixels(refFrame, 0, 0, width, height);
    356 	}
    357 
    358 	// Check error
    359 	bool errorCodeOk = (gles2Error == GL_NO_ERROR);
    360 	if (!errorCodeOk && !failReason)
    361 		failReason = "Got unexpected error";
    362 
    363 	// Compare images
    364 	const float		threshold	= 0.02f;
    365 	bool			imagesOk	= tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT);
    366 
    367 	if (!imagesOk && !failReason)
    368 		failReason = "Image comparison failed";
    369 
    370 	// Store test result
    371 	bool isOk = errorCodeOk && imagesOk;
    372 	m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS	: QP_TEST_RESULT_FAIL,
    373 							isOk ? "Pass"				: failReason);
    374 
    375 	return STOP;
    376 }
    377 
    378 StencilTests::StencilTests (Context& context)
    379 	: TestCaseGroup(context, "stencil", "Stencil Tests")
    380 {
    381 }
    382 
    383 StencilTests::~StencilTests (void)
    384 {
    385 }
    386 
    387 typedef void (*GenStencilOpsFunc) (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil);
    388 
    389 class SimpleStencilCase : public StencilCase
    390 {
    391 public:
    392 	SimpleStencilCase (Context& context, const char* name, const char* description, GenStencilOpsFunc genOpsFunc)
    393 		: StencilCase	(context, name, description)
    394 		, m_genOps		(genOpsFunc)
    395 	{
    396 	}
    397 
    398 	void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil)
    399 	{
    400 		m_genOps(dst, stencilBits, depthBits, targetStencil);
    401 	}
    402 
    403 private:
    404 	GenStencilOpsFunc	m_genOps;
    405 };
    406 
    407 void StencilTests::init (void)
    408 {
    409 #define STENCIL_CASE(NAME, DESCRIPTION, GEN_OPS_BODY)														\
    410 	do {																									\
    411 		struct Gen_##NAME {																					\
    412 			static void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil)	\
    413 			{																								\
    414 				DE_UNREF(stencilBits && depthBits);															\
    415 				GEN_OPS_BODY																				\
    416 			}																								\
    417 		};																									\
    418 		addChild(new SimpleStencilCase(m_context, #NAME, DESCRIPTION, Gen_##NAME::genOps));					\
    419 	} while (deGetFalse());
    420 
    421 	STENCIL_CASE(clear, "Stencil clear",
    422 		{
    423 			// \note Unused bits are set to 1, clear should mask them out
    424 			int mask = (1<<stencilBits)-1;
    425 			dst.push_back(StencilOp::clearStencil(targetStencil | ~mask));
    426 		});
    427 
    428 	// Replace in different points
    429 	STENCIL_CASE(stencil_fail_replace, "Set stencil on stencil fail",
    430 		{
    431 			dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
    432 		});
    433 	STENCIL_CASE(depth_fail_replace, "Set stencil on depth fail",
    434 		{
    435 			dst.push_back(StencilOp::clearDepth(0.0f));
    436 			dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP));
    437 		});
    438 	STENCIL_CASE(depth_pass_replace, "Set stencil on depth pass",
    439 		{
    440 			dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE));
    441 		});
    442 
    443 	// Increment, decrement
    444 	STENCIL_CASE(incr_stencil_fail, "Increment on stencil fail",
    445 		{
    446 			if (targetStencil > 0)
    447 			{
    448 				dst.push_back(StencilOp::clearStencil(targetStencil-1));
    449 				dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP));
    450 			}
    451 			else
    452 				dst.push_back(StencilOp::clearStencil(targetStencil));
    453 		});
    454 	STENCIL_CASE(decr_stencil_fail, "Decrement on stencil fail",
    455 		{
    456 			int maxStencil = (1<<stencilBits)-1;
    457 			if (targetStencil < maxStencil)
    458 			{
    459 				dst.push_back(StencilOp::clearStencil(targetStencil+1));
    460 				dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP));
    461 			}
    462 			else
    463 				dst.push_back(StencilOp::clearStencil(targetStencil));
    464 		});
    465 	STENCIL_CASE(incr_wrap_stencil_fail, "Increment (wrap) on stencil fail",
    466 		{
    467 			int maxStencil = (1<<stencilBits)-1;
    468 			dst.push_back(StencilOp::clearStencil((targetStencil-1)&maxStencil));
    469 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP));
    470 		});
    471 	STENCIL_CASE(decr_wrap_stencil_fail, "Decrement (wrap) on stencil fail",
    472 		{
    473 			int maxStencil = (1<<stencilBits)-1;
    474 			dst.push_back(StencilOp::clearStencil((targetStencil+1)&maxStencil));
    475 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP));
    476 		});
    477 
    478 	// Zero, Invert
    479 	STENCIL_CASE(zero_stencil_fail, "Zero on stencil fail",
    480 		{
    481 			dst.push_back(StencilOp::clearStencil(targetStencil));
    482 			dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KEEP));
    483 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
    484 		});
    485 	STENCIL_CASE(invert_stencil_fail, "Invert on stencil fail",
    486 		{
    487 			int mask = (1<<stencilBits)-1;
    488 			dst.push_back(StencilOp::clearStencil((~targetStencil)&mask));
    489 			dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INVERT, GL_KEEP, GL_KEEP));
    490 		});
    491 
    492 	// Comparison modes
    493 	STENCIL_CASE(cmp_equal, "Equality comparison",
    494 		{
    495 			int mask = (1<<stencilBits)-1;
    496 			int inv  = (~targetStencil)&mask;
    497 			dst.push_back(StencilOp::clearStencil(inv));
    498 			dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    499 			dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    500 		});
    501 	STENCIL_CASE(cmp_not_equal, "Equality comparison",
    502 		{
    503 			int mask = (1<<stencilBits)-1;
    504 			int inv  = (~targetStencil)&mask;
    505 			dst.push_back(StencilOp::clearStencil(inv));
    506 			dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    507 			dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
    508 		});
    509 	STENCIL_CASE(cmp_less_than, "Less than comparison",
    510 		{
    511 			int maxStencil = (1<<stencilBits)-1;
    512 			if (targetStencil < maxStencil)
    513 			{
    514 				dst.push_back(StencilOp::clearStencil(targetStencil+1));
    515 				dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    516 				dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    517 			}
    518 			else
    519 				dst.push_back(StencilOp::clearStencil(targetStencil));
    520 		});
    521 	STENCIL_CASE(cmp_less_or_equal, "Less or equal comparison",
    522 		{
    523 			int maxStencil = (1<<stencilBits)-1;
    524 			if (targetStencil < maxStencil)
    525 			{
    526 				dst.push_back(StencilOp::clearStencil(targetStencil+1));
    527 				dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil+1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    528 				dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil+1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
    529 			}
    530 			else
    531 				dst.push_back(StencilOp::clearStencil(targetStencil));
    532 		});
    533 	STENCIL_CASE(cmp_greater_than, "Greater than comparison",
    534 		{
    535 			if (targetStencil > 0)
    536 			{
    537 				dst.push_back(StencilOp::clearStencil(targetStencil-1));
    538 				dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    539 				dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    540 			}
    541 			else
    542 				dst.push_back(StencilOp::clearStencil(targetStencil));
    543 		});
    544 	STENCIL_CASE(cmp_greater_or_equal, "Greater or equal comparison",
    545 		{
    546 			if (targetStencil > 0)
    547 			{
    548 				dst.push_back(StencilOp::clearStencil(targetStencil-1));
    549 				dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil-1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    550 				dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil-1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
    551 			}
    552 			else
    553 				dst.push_back(StencilOp::clearStencil(targetStencil));
    554 		});
    555 	STENCIL_CASE(cmp_mask_equal, "Equality comparison with mask",
    556 		{
    557 			int valMask = (1<<stencilBits)-1;
    558 			int mask	= (1<<7)|(1<<5)|(1<<3)|(1<<1);
    559 			dst.push_back(StencilOp::clearStencil(~targetStencil));
    560 			StencilOp op = StencilOp::quad(GL_EQUAL, (~targetStencil | ~mask) & valMask, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT);
    561 			op.stencilMask = mask;
    562 			dst.push_back(op);
    563 		});
    564 }
    565 
    566 } // Functional
    567 } // gles2
    568 } // deqp
    569