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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:
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,deUint32 program,const tcu::Vec4 & color)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:
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, 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 
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)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 
clearStencil(int stencil)147 	static StencilOp clearStencil (int stencil)
148 	{
149 		StencilOp op(TYPE_CLEAR_STENCIL);
150 		op.stencil = stencil;
151 		return op;
152 	}
153 
clearDepth(float depth)154 	static StencilOp clearDepth (float depth)
155 	{
156 		StencilOp op(TYPE_CLEAR_DEPTH);
157 		op.depth = depth;
158 		return op;
159 	}
160 
quad(GLenum stencilTest,int stencil,GLenum depthTest,float depth,GLenum sFail,GLenum dFail,GLenum dPass)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 
StencilCase(Context & context,const char * name,const char * description)187 StencilCase::StencilCase (Context& context, const char* name, const char* description)
188 	: TestCase		(context, name, description)
189 	, m_shaderID	(0)
190 {
191 }
192 
~StencilCase(void)193 StencilCase::~StencilCase (void)
194 {
195 }
196 
init(void)197 void StencilCase::init (void)
198 {
199 }
200 
deinit(void)201 void StencilCase::deinit (void)
202 {
203 }
204 
executeOps(sglr::Context & context,const IVec4 & cell,const vector<StencilOp> & ops)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 
visualizeStencil(sglr::Context & context,int stencilBits,int stencilStep)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 
iterate(void)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 
StencilTests(Context & context)378 StencilTests::StencilTests (Context& context)
379 	: TestCaseGroup(context, "stencil", "Stencil Tests")
380 {
381 }
382 
~StencilTests(void)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:
SimpleStencilCase(Context & context,const char * name,const char * description,GenStencilOpsFunc genOpsFunc)392 	SimpleStencilCase (Context& context, const char* name, const char* description, GenStencilOpsFunc genOpsFunc)
393 		: StencilCase	(context, name, description)
394 		, m_genOps		(genOpsFunc)
395 	{
396 	}
397 
genOps(vector<StencilOp> & dst,int stencilBits,int depthBits,int targetStencil)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 
init(void)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