04 September 2008

Learning and testing Gallium3D with Python

Gallium3D interfaces don't match any particular graphics API 1 to 1. Likewise, conformance tests end up not doing a good coverage of Gallium3D's interface either: sometimes a single Gallium3D feature is tested in many different tests; sometimes a feature ends up not being exercised by any test, so bugs are only detected in applications, where they are much harder to narrow down. And so appeared the need to write some tests at the Gallium3D interface level.

Since the ability to write tests quickly was important, and the running speed not so important, I've decided to write a Python bindings, so that tests could be scripted in Python. These bindings wrap around the pipe driver, so that they look like a pipe driver from the Python script point of view, and look like a state tracker from the pipe driver point of view.

About the tests there is not much to write about yet. I wrote tests for texture formats that allowed to squash the bugs I was searching for, and I imagine that more tests will be added as needs justify it.

However, having a Gallium3D bindings in Python opens several doors. One particularly is that it becomes a nice sandbox to learn Gallium3D. For example. here is the code to draw a single triangle:

def test(dev):
    ctx = dev.context_create()

    width = 255
    height = 255

    # disabled blending/masking
    blend = Blend()
    blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE
    blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE
    blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO
    blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO
    blend.colormask = PIPE_MASK_RGBA
    ctx.set_blend(blend)

    # no-op depth/stencil/alpha
    depth_stencil_alpha = DepthStencilAlpha()
    ctx.set_depth_stencil_alpha(depth_stencil_alpha)

    # rasterizer
    rasterizer = Rasterizer()
    rasterizer.front_winding = PIPE_WINDING_CW
    rasterizer.cull_mode = PIPE_WINDING_NONE
    rasterizer.bypass_clipping = 1
    rasterizer.scissor = 1
    #rasterizer.bypass_vs = 1
    ctx.set_rasterizer(rasterizer)

    # viewport (identity, we setup vertices in wincoords)
    viewport = Viewport()
    scale = FloatArray(4)
    scale[0] = 1.0
    scale[1] = 1.0
    scale[2] = 1.0
    scale[3] = 1.0
    viewport.scale = scale
    translate = FloatArray(4)
    translate[0] = 0.0
    translate[1] = 0.0
    translate[2] = 0.0
    translate[3] = 0.0
    viewport.translate = translate
    ctx.set_viewport(viewport)

    # samplers
    sampler = Sampler()
    sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE
    sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE
    sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE
    sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE
    sampler.min_img_filter = PIPE_TEX_MIPFILTER_NEAREST
    sampler.mag_img_filter = PIPE_TEX_MIPFILTER_NEAREST
    sampler.normalized_coords = 1
    ctx.set_sampler(0, sampler)

    # scissor
    scissor = Scissor()
    scissor.minx = 0
    scissor.miny = 0
    scissor.maxx = width
    scissor.maxy = height
    ctx.set_scissor(scissor)

    clip = Clip()
    clip.nr = 0
    ctx.set_clip(clip)

    # framebuffer
    cbuf = dev.texture_create(
        PIPE_FORMAT_X8R8G8B8_UNORM, 
        width, height,
        tex_usage=PIPE_TEXTURE_USAGE_DISPLAY_TARGET,
    )
    _cbuf = cbuf.get_surface(usage = PIPE_BUFFER_USAGE_GPU_READ|PIPE_BUFFER_USAGE_GPU_WRITE)
    fb = Framebuffer()
    fb.width = width
    fb.height = height
    fb.num_cbufs = 1
    fb.set_cbuf(0, _cbuf)
    ctx.set_framebuffer(fb)
    _cbuf.clear_value = 0x00000000
    ctx.surface_clear(_cbuf, _cbuf.clear_value)
    del _cbuf
    
    # vertex shader
    vs = Shader('
        VERT1.1
        DCL IN[0], POSITION, CONSTANT
        DCL IN[1], COLOR, CONSTANT
        DCL OUT[0], POSITION, CONSTANT
        DCL OUT[1], COLOR, CONSTANT
        0:MOV OUT[0], IN[0]
        1:MOV OUT[1], IN[1]
        2:END
    ')
    ctx.set_vertex_shader(vs)

    # fragment shader
    fs = Shader('
        FRAG1.1
        DCL IN[0], COLOR, LINEAR
        DCL OUT[0], COLOR, CONSTANT
        0:MOV OUT[0], IN[0]
        1:END
    ')
    ctx.set_fragment_shader(fs)

    nverts = 3
    nattrs = 2
    verts = FloatArray(nverts * nattrs * 4)

    verts[ 0] = 128.0 # x1
    verts[ 1] =  32.0 # y1
    verts[ 2] =   0.0 # z1
    verts[ 3] =   1.0 # w1
    verts[ 4] =   1.0 # r1
    verts[ 5] =   0.0 # g1
    verts[ 6] =   0.0 # b1
    verts[ 7] =   1.0 # a1
    verts[ 8] =  32.0 # x2
    verts[ 9] = 224.0 # y2
    verts[10] =   0.0 # z2
    verts[11] =   1.0 # w2
    verts[12] =   0.0 # r2
    verts[13] =   1.0 # g2
    verts[14] =   0.0 # b2
    verts[15] =   1.0 # a2
    verts[16] = 224.0 # x3
    verts[17] = 224.0 # y3
    verts[18] =   0.0 # z3
    verts[19] =   1.0 # w3
    verts[20] =   0.0 # r3
    verts[21] =   0.0 # g3
    verts[22] =   1.0 # b3
    verts[23] =   1.0 # a3

    ctx.draw_vertices(PIPE_PRIM_TRIANGLES,
                      nverts, 
                      nattrs, 
                      verts)

    ctx.flush()

And this is the result:

In summary, you create several state atoms, bind them to the context, and then send the geometry through the pipe driver. Full source available in Mesa3D's git repository.

To use Gallium3D's Python bindings follow these instructions.

BTW, XDS 2008 is happening now. Too bad I couldn't go this year, as I would like to meet everybody. I hope you're having a great time!

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