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 std::vector;
46 using tcu::IVec2;
47 using tcu::IVec4;
48 using tcu::Vec3;
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:
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("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
setColor(sglr::Context & ctx,uint32_t program,const tcu::Vec4 & color)81 void setColor(sglr::Context &ctx, uint32_t 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:
shadeVertices(const rr::VertexAttrib * inputs,rr::VertexPacket * const * packets,const int numPackets) const88 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
shadeFragments(rr::FragmentPacket * packets,const int numPackets,const rr::FragmentShadingContext & context) const98 void shadeFragments(rr::FragmentPacket *packets, const int numPackets,
99 const rr::FragmentShadingContext &context) const
100 {
101 const tcu::Vec4 color(u_color.value.f4);
102
103 DE_UNREF(packets);
104
105 for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
106 for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
107 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
108 }
109
110 const sglr::UniformSlot &u_color;
111 };
112
113 class StencilOp
114 {
115 public:
116 enum Type
117 {
118 TYPE_CLEAR_STENCIL = 0,
119 TYPE_CLEAR_DEPTH,
120 TYPE_QUAD,
121
122 TYPE_LAST
123 };
124
125 Type type;
126 GLenum stencilTest;
127 int stencil; //!< Ref for quad op, clear value for clears
128 uint32_t stencilMask;
129 GLenum depthTest;
130 float depth; //!< Quad depth or clear value
131 GLenum sFail;
132 GLenum dFail;
133 GLenum dPass;
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 StencilOp(Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS,
136 float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP)
137 : type(type_)
138 , stencilTest(stencilTest_)
139 , stencil(stencil_)
140 , stencilMask(0xffffffffu)
141 , depthTest(depthTest_)
142 , depth(depth_)
143 , sFail(sFail_)
144 , dFail(dFail_)
145 , dPass(dPass_)
146 {
147 }
148
clearStencil(int stencil)149 static StencilOp clearStencil(int stencil)
150 {
151 StencilOp op(TYPE_CLEAR_STENCIL);
152 op.stencil = stencil;
153 return op;
154 }
155
clearDepth(float depth)156 static StencilOp clearDepth(float depth)
157 {
158 StencilOp op(TYPE_CLEAR_DEPTH);
159 op.depth = depth;
160 return op;
161 }
162
quad(GLenum stencilTest,int stencil,GLenum depthTest,float depth,GLenum sFail,GLenum dFail,GLenum dPass)163 static StencilOp quad(GLenum stencilTest, int stencil, GLenum depthTest, float depth, GLenum sFail, GLenum dFail,
164 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 uint32_t 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(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 gles2 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(
346 tcu::PixelFormat(8, 8, 8, renderTarget.getPixelFormat().alphaBits ? 8 : 0), renderTarget.getDepthBits(),
347 renderTarget.getStencilBits(), width, height);
348 sglr::ReferenceContext context(sglr::ReferenceContextLimits(m_context.getRenderContext()),
349 buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
350
351 m_shaderID = context.createProgram(&m_shader);
352
353 context.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
354 context.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
355
356 for (int ndx = 0; ndx < (int)ops.size(); ndx++)
357 executeOps(context, cells[ndx], ops[ndx]);
358
359 visualizeStencil(context, stencilBits, stencilStep);
360
361 context.readPixels(refFrame, 0, 0, width, height);
362 }
363
364 // Check error
365 bool errorCodeOk = (gles2Error == GL_NO_ERROR);
366 if (!errorCodeOk && !failReason)
367 failReason = "Got unexpected error";
368
369 // Compare images
370 const float threshold = 0.02f;
371 bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame,
372 threshold, tcu::COMPARE_LOG_RESULT);
373
374 if (!imagesOk && !failReason)
375 failReason = "Image comparison failed";
376
377 // Store test result
378 bool isOk = errorCodeOk && imagesOk;
379 m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, isOk ? "Pass" : failReason);
380
381 return STOP;
382 }
383
StencilTests(Context & context)384 StencilTests::StencilTests(Context &context) : TestCaseGroup(context, "stencil", "Stencil Tests")
385 {
386 }
387
~StencilTests(void)388 StencilTests::~StencilTests(void)
389 {
390 }
391
392 typedef void (*GenStencilOpsFunc)(vector<StencilOp> &dst, int stencilBits, int depthBits, int targetStencil);
393
394 class SimpleStencilCase : public StencilCase
395 {
396 public:
SimpleStencilCase(Context & context,const char * name,const char * description,GenStencilOpsFunc genOpsFunc)397 SimpleStencilCase(Context &context, const char *name, const char *description, GenStencilOpsFunc genOpsFunc)
398 : StencilCase(context, name, description)
399 , m_genOps(genOpsFunc)
400 {
401 }
402
genOps(vector<StencilOp> & dst,int stencilBits,int depthBits,int targetStencil)403 void genOps(vector<StencilOp> &dst, int stencilBits, int depthBits, int targetStencil)
404 {
405 m_genOps(dst, stencilBits, depthBits, targetStencil);
406 }
407
408 private:
409 GenStencilOpsFunc m_genOps;
410 };
411
init(void)412 void StencilTests::init(void)
413 {
414 #define STENCIL_CASE(NAME, DESCRIPTION, GEN_OPS_BODY) \
415 do \
416 { \
417 struct Gen_##NAME \
418 { \
419 static void genOps(vector<StencilOp> &dst, int stencilBits, int depthBits, int targetStencil) \
420 { \
421 DE_UNREF(stencilBits &&depthBits); \
422 GEN_OPS_BODY \
423 } \
424 }; \
425 addChild(new SimpleStencilCase(m_context, #NAME, DESCRIPTION, Gen_##NAME::genOps)); \
426 } while (false);
427
428 STENCIL_CASE(clear, "Stencil clear", {
429 // \note Unused bits are set to 1, clear should mask them out
430 int mask = (1 << stencilBits) - 1;
431 dst.push_back(StencilOp::clearStencil(targetStencil | ~mask));
432 })
433
434 // Replace in different points
435 STENCIL_CASE(stencil_fail_replace, "Set stencil on stencil fail", {
436 dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
437 })
438 STENCIL_CASE(depth_fail_replace, "Set stencil on depth fail", {
439 dst.push_back(StencilOp::clearDepth(0.0f));
440 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP));
441 })
442 STENCIL_CASE(depth_pass_replace, "Set stencil on depth pass", {
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 if (targetStencil > 0)
449 {
450 dst.push_back(StencilOp::clearStencil(targetStencil - 1));
451 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP));
452 }
453 else
454 dst.push_back(StencilOp::clearStencil(targetStencil));
455 })
456 STENCIL_CASE(decr_stencil_fail, "Decrement on stencil fail", {
457 int maxStencil = (1 << stencilBits) - 1;
458 if (targetStencil < maxStencil)
459 {
460 dst.push_back(StencilOp::clearStencil(targetStencil + 1));
461 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP));
462 }
463 else
464 dst.push_back(StencilOp::clearStencil(targetStencil));
465 })
466 STENCIL_CASE(incr_wrap_stencil_fail, "Increment (wrap) on stencil fail", {
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 int maxStencil = (1 << stencilBits) - 1;
473 dst.push_back(StencilOp::clearStencil((targetStencil + 1) & maxStencil));
474 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP));
475 })
476
477 // Zero, Invert
478 STENCIL_CASE(zero_stencil_fail, "Zero on stencil fail", {
479 dst.push_back(StencilOp::clearStencil(targetStencil));
480 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KEEP));
481 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
482 })
483 STENCIL_CASE(invert_stencil_fail, "Invert on stencil fail", {
484 int mask = (1 << stencilBits) - 1;
485 dst.push_back(StencilOp::clearStencil((~targetStencil) & mask));
486 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INVERT, GL_KEEP, GL_KEEP));
487 })
488
489 // Comparison modes
490 STENCIL_CASE(cmp_equal, "Equality comparison", {
491 int mask = (1 << stencilBits) - 1;
492 int inv = (~targetStencil) & mask;
493 dst.push_back(StencilOp::clearStencil(inv));
494 dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
495 dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
496 })
497 STENCIL_CASE(cmp_not_equal, "Equality comparison", {
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_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
502 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
503 })
504 STENCIL_CASE(cmp_less_than, "Less than comparison", {
505 int maxStencil = (1 << stencilBits) - 1;
506 if (targetStencil < maxStencil)
507 {
508 dst.push_back(StencilOp::clearStencil(targetStencil + 1));
509 dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
510 dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
511 }
512 else
513 dst.push_back(StencilOp::clearStencil(targetStencil));
514 })
515 STENCIL_CASE(cmp_less_or_equal, "Less or equal comparison", {
516 int maxStencil = (1 << stencilBits) - 1;
517 if (targetStencil < maxStencil)
518 {
519 dst.push_back(StencilOp::clearStencil(targetStencil + 1));
520 dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil + 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
521 dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil + 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
522 }
523 else
524 dst.push_back(StencilOp::clearStencil(targetStencil));
525 })
526 STENCIL_CASE(cmp_greater_than, "Greater than comparison", {
527 if (targetStencil > 0)
528 {
529 dst.push_back(StencilOp::clearStencil(targetStencil - 1));
530 dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
531 dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
532 }
533 else
534 dst.push_back(StencilOp::clearStencil(targetStencil));
535 })
536 STENCIL_CASE(cmp_greater_or_equal, "Greater or equal comparison", {
537 if (targetStencil > 0)
538 {
539 dst.push_back(StencilOp::clearStencil(targetStencil - 1));
540 dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil - 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
541 dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil - 1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
542 }
543 else
544 dst.push_back(StencilOp::clearStencil(targetStencil));
545 })
546 STENCIL_CASE(cmp_mask_equal, "Equality comparison with mask", {
547 int valMask = (1 << stencilBits) - 1;
548 int mask = (1 << 7) | (1 << 5) | (1 << 3) | (1 << 1);
549 dst.push_back(StencilOp::clearStencil(~targetStencil));
550 StencilOp op =
551 StencilOp::quad(GL_EQUAL, (~targetStencil | ~mask) & valMask, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT);
552 op.stencilMask = mask;
553 dst.push_back(op);
554 })
555 }
556
557 } // namespace Functional
558 } // namespace gles2
559 } // namespace deqp
560