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569 lines
18 KiB
569 lines
18 KiB
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES 2.0 Module
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* -------------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief Stencil tests.
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*//*--------------------------------------------------------------------*/
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#include "es2fStencilTests.hpp"
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#include "tcuSurface.hpp"
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#include "tcuVector.hpp"
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#include "tcuTestLog.hpp"
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#include "tcuImageCompare.hpp"
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#include "tcuRenderTarget.hpp"
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#include "sglrContextUtil.hpp"
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#include "sglrGLContext.hpp"
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#include "sglrReferenceContext.hpp"
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#include "deRandom.hpp"
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#include "deMath.h"
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#include "deString.h"
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#include <vector>
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#include "glwEnums.hpp"
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#include "glwDefs.hpp"
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using tcu::Vec3;
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using tcu::IVec2;
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using tcu::IVec4;
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using std::vector;
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using namespace glw;
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namespace deqp
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{
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namespace gles2
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{
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namespace Functional
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{
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class StencilShader : public sglr::ShaderProgram
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{
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public:
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StencilShader (void)
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: sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
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<< sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
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<< sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
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<< sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
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<< sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
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<< sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
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"void main (void)\n"
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"{\n"
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" gl_Position = a_position;\n"
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"}\n")
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<< sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = u_color;\n"
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"}\n"))
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, u_color (getUniformByName("u_color"))
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{
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}
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void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color)
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{
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ctx.useProgram(program);
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ctx.uniform4fv(ctx.getUniformLocation(program, "u_color"), 1, color.getPtr());
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}
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private:
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void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const
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{
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
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{
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rr::VertexPacket& packet = *packets[packetNdx];
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packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx);
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}
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}
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void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const
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{
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const tcu::Vec4 color(u_color.value.f4);
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DE_UNREF(packets);
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for (int packetNdx = 0; packetNdx < numPackets; ++packetNdx)
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for (int fragNdx = 0; fragNdx < 4; ++fragNdx)
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rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
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}
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const sglr::UniformSlot& u_color;
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};
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class StencilOp
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{
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public:
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enum Type
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{
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TYPE_CLEAR_STENCIL = 0,
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TYPE_CLEAR_DEPTH,
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TYPE_QUAD,
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TYPE_LAST
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};
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Type type;
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GLenum stencilTest;
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int stencil; //!< Ref for quad op, clear value for clears
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deUint32 stencilMask;
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GLenum depthTest;
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float depth; //!< Quad depth or clear value
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GLenum sFail;
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GLenum dFail;
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GLenum dPass;
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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)
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: type (type_)
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, stencilTest (stencilTest_)
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, stencil (stencil_)
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, stencilMask (0xffffffffu)
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, depthTest (depthTest_)
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, depth (depth_)
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, sFail (sFail_)
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, dFail (dFail_)
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, dPass (dPass_)
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{
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}
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static StencilOp clearStencil (int stencil)
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{
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StencilOp op(TYPE_CLEAR_STENCIL);
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op.stencil = stencil;
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return op;
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}
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static StencilOp clearDepth (float depth)
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{
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StencilOp op(TYPE_CLEAR_DEPTH);
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op.depth = depth;
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return op;
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}
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static StencilOp quad (GLenum stencilTest, int stencil, GLenum depthTest, float depth, GLenum sFail, GLenum dFail, GLenum dPass)
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{
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return StencilOp(TYPE_QUAD, stencilTest, stencil, depthTest, depth, sFail, dFail, dPass);
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}
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};
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class StencilCase : public TestCase
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{
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public:
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StencilCase (Context& context, const char* name, const char* description);
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virtual ~StencilCase (void);
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void init (void);
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void deinit (void);
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IterateResult iterate (void);
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virtual void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil) = DE_NULL;
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private:
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void executeOps (sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops);
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void visualizeStencil (sglr::Context& context, int stencilBits, int stencilStep);
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StencilShader m_shader;
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deUint32 m_shaderID;
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};
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StencilCase::StencilCase (Context& context, const char* name, const char* description)
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: TestCase (context, name, description)
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, m_shaderID (0)
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{
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}
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StencilCase::~StencilCase (void)
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{
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}
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void StencilCase::init (void)
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{
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}
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void StencilCase::deinit (void)
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{
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}
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void StencilCase::executeOps (sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops)
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{
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// For quadOps
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float x0 = 2.0f*((float)cell.x() / (float)context.getWidth())-1.0f;
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float y0 = 2.0f*((float)cell.y() / (float)context.getHeight())-1.0f;
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float x1 = x0 + 2.0f*((float)cell.z() / (float)context.getWidth());
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float y1 = y0 + 2.0f*((float)cell.w() / (float)context.getHeight());
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m_shader.setColor(context, m_shaderID, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f));
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for (vector<StencilOp>::const_iterator i = ops.begin(); i != ops.end(); i++)
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{
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const StencilOp& op = *i;
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switch (op.type)
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{
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case StencilOp::TYPE_CLEAR_DEPTH:
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context.enable(GL_SCISSOR_TEST);
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context.scissor(cell.x(), cell.y(), cell.z(), cell.w());
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context.clearDepthf(op.depth);
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context.clear(GL_DEPTH_BUFFER_BIT);
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context.disable(GL_SCISSOR_TEST);
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break;
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case StencilOp::TYPE_CLEAR_STENCIL:
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context.enable(GL_SCISSOR_TEST);
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context.scissor(cell.x(), cell.y(), cell.z(), cell.w());
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context.clearStencil(op.stencil);
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context.clear(GL_STENCIL_BUFFER_BIT);
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context.disable(GL_SCISSOR_TEST);
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break;
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case StencilOp::TYPE_QUAD:
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context.enable(GL_DEPTH_TEST);
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context.enable(GL_STENCIL_TEST);
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context.depthFunc(op.depthTest);
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context.stencilFunc(op.stencilTest, op.stencil, op.stencilMask);
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context.stencilOp(op.sFail, op.dFail, op.dPass);
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sglr::drawQuad(context, m_shaderID, Vec3(x0, y0, op.depth), Vec3(x1, y1, op.depth));
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context.disable(GL_STENCIL_TEST);
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context.disable(GL_DEPTH_TEST);
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break;
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default:
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DE_ASSERT(DE_FALSE);
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}
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}
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}
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void StencilCase::visualizeStencil (sglr::Context& context, int stencilBits, int stencilStep)
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{
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int endVal = 1<<stencilBits;
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int numStencilValues = endVal/stencilStep + 1;
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context.enable(GL_STENCIL_TEST);
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context.stencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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for (int ndx = 0; ndx < numStencilValues; ndx++)
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{
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int value = deMin32(ndx*stencilStep, endVal-1);
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float colorMix = (float)value/(float)de::max(1, endVal-1);
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tcu::Vec4 color (0.0f, 1.0f-colorMix, colorMix, 1.0f);
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m_shader.setColor(context, m_shaderID, color);
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context.stencilFunc(GL_EQUAL, value, 0xffffffffu);
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sglr::drawQuad(context, m_shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
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}
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}
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TestCase::IterateResult StencilCase::iterate (void)
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{
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const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
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int depthBits = renderTarget.getDepthBits();
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int stencilBits = renderTarget.getStencilBits();
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int stencilStep = stencilBits == 8 ? 8 : 1;
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int numStencilValues = (1<<stencilBits)/stencilStep + 1;
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int gridSize = (int)deFloatCeil(deFloatSqrt((float)(numStencilValues+2)));
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int width = deMin32(128, renderTarget.getWidth());
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int height = deMin32(128, renderTarget.getHeight());
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tcu::TestLog& log = m_testCtx.getLog();
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de::Random rnd (deStringHash(m_name.c_str()));
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int viewportX = rnd.getInt(0, renderTarget.getWidth()-width);
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int viewportY = rnd.getInt(0, renderTarget.getHeight()-height);
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IVec4 viewport = IVec4(viewportX, viewportY, width, height);
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tcu::Surface gles2Frame (width, height);
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tcu::Surface refFrame (width, height);
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GLenum gles2Error;
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const char* failReason = DE_NULL;
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// Get ops for stencil values
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vector<vector<StencilOp> > ops(numStencilValues+2);
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{
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// Values from 0 to max
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for (int ndx = 0; ndx < numStencilValues; ndx++)
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genOps(ops[ndx], stencilBits, depthBits, deMin32(ndx*stencilStep, (1<<stencilBits)-1));
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// -1 and max+1
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genOps(ops[numStencilValues+0], stencilBits, depthBits, 1<<stencilBits);
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genOps(ops[numStencilValues+1], stencilBits, depthBits, -1);
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}
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// Compute cells: (x, y, w, h)
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vector<IVec4> cells;
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int cellWidth = width/gridSize;
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int cellHeight = height/gridSize;
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for (int y = 0; y < gridSize; y++)
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for (int x = 0; x < gridSize; x++)
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cells.push_back(IVec4(x*cellWidth, y*cellHeight, cellWidth, cellHeight));
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DE_ASSERT(ops.size() <= cells.size());
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// Execute for gles2 context
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{
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sglr::GLContext context(m_context.getRenderContext(), log, 0 /* don't log calls or program */, viewport);
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m_shaderID = context.createProgram(&m_shader);
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context.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
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context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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for (int ndx = 0; ndx < (int)ops.size(); ndx++)
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executeOps(context, cells[ndx], ops[ndx]);
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visualizeStencil(context, stencilBits, stencilStep);
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gles2Error = context.getError();
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context.readPixels(gles2Frame, 0, 0, width, height);
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}
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// Execute for reference context
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{
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sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
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sglr::ReferenceContext context (sglr::ReferenceContextLimits(m_context.getRenderContext()), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
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m_shaderID = context.createProgram(&m_shader);
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context.clearColor(1.0f, 0.0f, 0.0f, 1.0f);
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context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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for (int ndx = 0; ndx < (int)ops.size(); ndx++)
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executeOps(context, cells[ndx], ops[ndx]);
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visualizeStencil(context, stencilBits, stencilStep);
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context.readPixels(refFrame, 0, 0, width, height);
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}
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// Check error
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bool errorCodeOk = (gles2Error == GL_NO_ERROR);
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if (!errorCodeOk && !failReason)
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failReason = "Got unexpected error";
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// Compare images
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const float threshold = 0.02f;
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bool imagesOk = tcu::fuzzyCompare(log, "ComparisonResult", "Image comparison result", refFrame, gles2Frame, threshold, tcu::COMPARE_LOG_RESULT);
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if (!imagesOk && !failReason)
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failReason = "Image comparison failed";
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// Store test result
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bool isOk = errorCodeOk && imagesOk;
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m_testCtx.setTestResult(isOk ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL,
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isOk ? "Pass" : failReason);
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return STOP;
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}
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StencilTests::StencilTests (Context& context)
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: TestCaseGroup(context, "stencil", "Stencil Tests")
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{
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}
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StencilTests::~StencilTests (void)
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{
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}
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typedef void (*GenStencilOpsFunc) (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil);
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class SimpleStencilCase : public StencilCase
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{
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public:
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SimpleStencilCase (Context& context, const char* name, const char* description, GenStencilOpsFunc genOpsFunc)
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: StencilCase (context, name, description)
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, m_genOps (genOpsFunc)
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{
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}
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void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil)
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{
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m_genOps(dst, stencilBits, depthBits, targetStencil);
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}
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private:
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GenStencilOpsFunc m_genOps;
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};
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void StencilTests::init (void)
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{
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#define STENCIL_CASE(NAME, DESCRIPTION, GEN_OPS_BODY) \
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do { \
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struct Gen_##NAME { \
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static void genOps (vector<StencilOp>& dst, int stencilBits, int depthBits, int targetStencil) \
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{ \
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DE_UNREF(stencilBits && depthBits); \
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GEN_OPS_BODY \
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} \
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}; \
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addChild(new SimpleStencilCase(m_context, #NAME, DESCRIPTION, Gen_##NAME::genOps)); \
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} while (deGetFalse());
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STENCIL_CASE(clear, "Stencil clear",
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{
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// \note Unused bits are set to 1, clear should mask them out
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int mask = (1<<stencilBits)-1;
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dst.push_back(StencilOp::clearStencil(targetStencil | ~mask));
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});
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// Replace in different points
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STENCIL_CASE(stencil_fail_replace, "Set stencil on stencil fail",
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{
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dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
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});
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STENCIL_CASE(depth_fail_replace, "Set stencil on depth fail",
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{
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dst.push_back(StencilOp::clearDepth(0.0f));
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dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP));
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});
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STENCIL_CASE(depth_pass_replace, "Set stencil on depth pass",
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{
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dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE));
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});
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// Increment, decrement
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STENCIL_CASE(incr_stencil_fail, "Increment on stencil fail",
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{
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if (targetStencil > 0)
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{
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dst.push_back(StencilOp::clearStencil(targetStencil-1));
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dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP));
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}
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else
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dst.push_back(StencilOp::clearStencil(targetStencil));
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});
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STENCIL_CASE(decr_stencil_fail, "Decrement on stencil fail",
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{
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int maxStencil = (1<<stencilBits)-1;
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if (targetStencil < maxStencil)
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{
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dst.push_back(StencilOp::clearStencil(targetStencil+1));
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dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP));
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}
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else
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dst.push_back(StencilOp::clearStencil(targetStencil));
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});
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STENCIL_CASE(incr_wrap_stencil_fail, "Increment (wrap) on stencil fail",
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{
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int maxStencil = (1<<stencilBits)-1;
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dst.push_back(StencilOp::clearStencil((targetStencil-1)&maxStencil));
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dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP));
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});
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STENCIL_CASE(decr_wrap_stencil_fail, "Decrement (wrap) on stencil fail",
|
|
{
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|
int maxStencil = (1<<stencilBits)-1;
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|
dst.push_back(StencilOp::clearStencil((targetStencil+1)&maxStencil));
|
|
dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP));
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|
});
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|
|
|
// Zero, Invert
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STENCIL_CASE(zero_stencil_fail, "Zero on stencil fail",
|
|
{
|
|
dst.push_back(StencilOp::clearStencil(targetStencil));
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|
dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KEEP));
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dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP));
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|
});
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|
STENCIL_CASE(invert_stencil_fail, "Invert on stencil fail",
|
|
{
|
|
int mask = (1<<stencilBits)-1;
|
|
dst.push_back(StencilOp::clearStencil((~targetStencil)&mask));
|
|
dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INVERT, GL_KEEP, GL_KEEP));
|
|
});
|
|
|
|
// Comparison modes
|
|
STENCIL_CASE(cmp_equal, "Equality comparison",
|
|
{
|
|
int mask = (1<<stencilBits)-1;
|
|
int inv = (~targetStencil)&mask;
|
|
dst.push_back(StencilOp::clearStencil(inv));
|
|
dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
|
|
dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
|
|
});
|
|
STENCIL_CASE(cmp_not_equal, "Equality comparison",
|
|
{
|
|
int mask = (1<<stencilBits)-1;
|
|
int inv = (~targetStencil)&mask;
|
|
dst.push_back(StencilOp::clearStencil(inv));
|
|
dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
|
|
dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT));
|
|
});
|
|
STENCIL_CASE(cmp_less_than, "Less than comparison",
|
|
{
|
|
int maxStencil = (1<<stencilBits)-1;
|
|
if (targetStencil < maxStencil)
|
|
{
|
|
dst.push_back(StencilOp::clearStencil(targetStencil+1));
|
|
dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
|
|
dst.push_back(StencilOp::quad(GL_LESS, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
|
|
}
|
|
else
|
|
dst.push_back(StencilOp::clearStencil(targetStencil));
|
|
});
|
|
STENCIL_CASE(cmp_less_or_equal, "Less or equal comparison",
|
|
{
|
|
int maxStencil = (1<<stencilBits)-1;
|
|
if (targetStencil < maxStencil)
|
|
{
|
|
dst.push_back(StencilOp::clearStencil(targetStencil+1));
|
|
dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil+1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
|
|
dst.push_back(StencilOp::quad(GL_LEQUAL, targetStencil+1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_DECR));
|
|
}
|
|
else
|
|
dst.push_back(StencilOp::clearStencil(targetStencil));
|
|
});
|
|
STENCIL_CASE(cmp_greater_than, "Greater than comparison",
|
|
{
|
|
if (targetStencil > 0)
|
|
{
|
|
dst.push_back(StencilOp::clearStencil(targetStencil-1));
|
|
dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
|
|
dst.push_back(StencilOp::quad(GL_GREATER, targetStencil, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
|
|
}
|
|
else
|
|
dst.push_back(StencilOp::clearStencil(targetStencil));
|
|
});
|
|
STENCIL_CASE(cmp_greater_or_equal, "Greater or equal comparison",
|
|
{
|
|
if (targetStencil > 0)
|
|
{
|
|
dst.push_back(StencilOp::clearStencil(targetStencil-1));
|
|
dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil-1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
|
|
dst.push_back(StencilOp::quad(GL_GEQUAL, targetStencil-1, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INCR));
|
|
}
|
|
else
|
|
dst.push_back(StencilOp::clearStencil(targetStencil));
|
|
});
|
|
STENCIL_CASE(cmp_mask_equal, "Equality comparison with mask",
|
|
{
|
|
int valMask = (1<<stencilBits)-1;
|
|
int mask = (1<<7)|(1<<5)|(1<<3)|(1<<1);
|
|
dst.push_back(StencilOp::clearStencil(~targetStencil));
|
|
StencilOp op = StencilOp::quad(GL_EQUAL, (~targetStencil | ~mask) & valMask, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT);
|
|
op.stencilMask = mask;
|
|
dst.push_back(op);
|
|
});
|
|
}
|
|
|
|
} // Functional
|
|
} // gles2
|
|
} // deqp
|