Add new framebuffer fetch extension tests am: 2a609fb223
[platform/upstream/VK-GL-CTS.git] / modules / gles2 / functional / es2fStencilTests.cpp
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