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 45using tcu::Vec3; 46using tcu::IVec2; 47using tcu::IVec4; 48using std::vector; 49using namespace glw; 50 51namespace deqp 52{ 53namespace gles3 54{ 55namespace Functional 56{ 57 58class StencilShader : public sglr::ShaderProgram 59{ 60public: 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 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 90private: 91 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 } 100 101 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 115class StencilOp 116{ 117public: 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; 136 137 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 } 149 150 static StencilOp clearStencil (int stencil) 151 { 152 StencilOp op(TYPE_CLEAR_STENCIL); 153 op.stencil = stencil; 154 return op; 155 } 156 157 static StencilOp clearDepth (float depth) 158 { 159 StencilOp op(TYPE_CLEAR_DEPTH); 160 op.depth = depth; 161 return op; 162 } 163 164 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 170class StencilCase : public TestCase 171{ 172public: 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 182private: 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 190StencilCase::StencilCase (Context& context, const char* name, const char* description) 191 : TestCase (context, name, description) 192 , m_shaderID (0) 193{ 194} 195 196StencilCase::~StencilCase (void) 197{ 198} 199 200void StencilCase::init (void) 201{ 202} 203 204void StencilCase::deinit (void) 205{ 206} 207 208void 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 257void 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 277TestCase::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 381StencilTests::StencilTests (Context& context) 382 : TestCaseGroup(context, "stencil", "Stencil Tests") 383{ 384} 385 386StencilTests::~StencilTests (void) 387{ 388} 389 390typedef void (*GenStencilOpsFunc) (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil); 391 392class SimpleStencilCase : public StencilCase 393{ 394public: 395 SimpleStencilCase (Context& context, const char* name, const char* description, GenStencilOpsFunc genOpsFunc) 396 : StencilCase (context, name, description) 397 , m_genOps (genOpsFunc) 398 { 399 } 400 401 void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil) 402 { 403 m_genOps(dst, stencilBits, depthBits, targetStencil); 404 } 405 406private: 407 GenStencilOpsFunc m_genOps; 408}; 409 410void 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