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authorBrian Paul <brian.paul@tungstengraphics.com>2008-09-12 08:26:47 -0600
committerBrian Paul <brian.paul@tungstengraphics.com>2008-09-12 08:26:47 -0600
commit0c0e5b71c0fb18f7ead2884a8c1429d00c090e18 (patch)
treefedfd21b6f58b1f38310ebc69de518bb8c210dbc /docs
parentb71f4150c8be662d777da22ed0554663a9d1c84d (diff)
cell: updated docs/status
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@@ -77,21 +77,29 @@ SPU local store as needed.
Similarly, textures are tiled and brought into local store as needed.
</p>
-<p>
-More recently, vertex transformation has been parallelized across the SPUs
-as well.
-</p>
-
<H2>Status</H2>
<p>
-As of February 2008 the driver supports smooth/flat shaded triangle rendering
+As of September 2008, the driver supports smooth/flat shaded triangle rendering
with Z testing and simple texture mapping.
Simple demos like gears run successfully.
To test texture mapping, try progs/demos/texcyl (press right mouse button for
rendering options).
</p>
+<p>
+Runtime/dynamic code generation is being done for per-fragment
+operations (Z test, blend, etc) and for fragment programs (though only a
+few opcodes are implemented now).
+</p>
+<p>
+In general, however, the driver is rather slow because all vertex
+transformation is being done by an interpreter running on the PPU.
+Programs with many vertices or complex vertex shaders will run especially
+slow.
+This will be addressed in the future.
+</p>
+
<H2>Contributing</H2>