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:
StencilShader(void)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 
setColor(sglr::Context & ctx,deUint32 program,const tcu::Vec4 & color)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:
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const91 	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 
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const101 	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 
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)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 
clearStencil(int stencil)150 	static StencilOp clearStencil (int stencil)
151 	{
152 		StencilOp op(TYPE_CLEAR_STENCIL);
153 		op.stencil = stencil;
154 		return op;
155 	}
156 
clearDepth(float depth)157 	static StencilOp clearDepth (float depth)
158 	{
159 		StencilOp op(TYPE_CLEAR_DEPTH);
160 		op.depth = depth;
161 		return op;
162 	}
163 
quad(GLenum stencilTest,int stencil,GLenum depthTest,float depth,GLenum sFail,GLenum dFail,GLenum dPass)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 
StencilCase(Context & context,const char * name,const char * description)190 StencilCase::StencilCase (Context& context, const char* name, const char* description)
191 	: TestCase		(context, name, description)
192 	, m_shaderID	(0)
193 {
194 }
195 
~StencilCase(void)196 StencilCase::~StencilCase (void)
197 {
198 }
199 
init(void)200 void StencilCase::init (void)
201 {
202 }
203 
deinit(void)204 void StencilCase::deinit (void)
205 {
206 }
207 
executeOps(sglr::Context & context,const IVec4 & cell,const vector<StencilOp> & ops)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 
visualizeStencil(sglr::Context & context,int stencilBits,int stencilStep)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 
iterate(void)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 
StencilTests(Context & context)381 StencilTests::StencilTests (Context& context)
382 	: TestCaseGroup(context, "stencil", "Stencil Tests")
383 {
384 }
385 
~StencilTests(void)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:
SimpleStencilCase(Context & context,const char * name,const char * description,GenStencilOpsFunc genOpsFunc)395 	SimpleStencilCase (Context& context, const char* name, const char* description, GenStencilOpsFunc genOpsFunc)
396 		: StencilCase	(context, name, description)
397 		, m_genOps		(genOpsFunc)
398 	{
399 	}
400 
genOps(vector<StencilOp> & dst,int stencilBits,int depthBits,int targetStencil)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 
init(void)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