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Diffstat (limited to 'docs')
-rw-r--r-- | docs/cell.html | 38 |
1 files changed, 25 insertions, 13 deletions
diff --git a/docs/cell.html b/docs/cell.html index 34d9a92723..7fbbba7c7e 100644 --- a/docs/cell.html +++ b/docs/cell.html @@ -83,23 +83,23 @@ Similarly, textures are tiled and brought into local store as needed. <H2>Status</H2> <p> -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). +As of October 2008, the driver runs quite a few OpenGL demos. +Features that work include: </p> +<ul> +<li>Point/line/triangle rendering, glDrawPixels +<li>2D, NPOT and cube texture maps with nearest/linear/mipmap filtering +<li>Dynamic SPU code generation for fragment shaders, but not complete +<li>Dynamic SPU code generation for fragment ops (blend, Z-test, etc), but not complete +<li>Dynamic PPU/PPC code generation for vertex shaders, but not complete +</ul> <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). +Performance has recently improved with the addition of PPC code generation +for vertex shaders, but the code quality isn't too great yet. </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. +Another bottleneck is SwapBuffers. It may be the limiting factor for +many simple GL tests. </p> @@ -114,9 +114,21 @@ more of the following debug options: <li><b>checker</b> - use a different background clear color for each SPU. This lets you see which SPU is rendering which screen tiles. <li><b>sync</b> - wait/synchronize after each DMA transfer +<li><b>asm</b> - print generated SPU assembly code to stdout +<li><b>fragops</b> - emit fragment ops debug messages +<li><b>fragopfallback</b> - don't use codegen for fragment ops +<li><b>cmd</b> - print SPU commands as their received +<li><b>cache</b> - print texture cache statistics when program exits </ul> +<p> +Note that some of these options may only work for linux-cell-debug builds. +</p> <p> +If the GALLIUM_NOPPC env var is set, PPC code generation will not be used +and vertex shaders will be run with the TGSI interpreter. +</p> +<p> If the GALLIUM_NOCELL env var is set, the softpipe driver will be used intead of the Cell driver. This is useful for comparison/validation. |