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author | Brian <brian.paul@tungstengraphics.com> | 2008-02-27 18:13:21 -0700 |
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committer | Brian <brian.paul@tungstengraphics.com> | 2008-02-28 08:03:34 -0700 |
commit | cef71f58c9ad71eca814189e15ceebeb25b711b3 (patch) | |
tree | ec41721d2ddbedda1580630da3bc3aeb9fdb7206 /docs/cell.html | |
parent | 3ffd11f71d021f672b9bc15b3c39c155a0e2fecb (diff) |
a few words about how the cell driver works.
Diffstat (limited to 'docs/cell.html')
-rw-r--r-- | docs/cell.html | 27 |
1 files changed, 23 insertions, 4 deletions
diff --git a/docs/cell.html b/docs/cell.html index 7104c84c4d..407f712312 100644 --- a/docs/cell.html +++ b/docs/cell.html @@ -58,14 +58,33 @@ and looking for: </pre> +<H2>Driver Implementation Summary</H2> + +<p> +Rasterization is parallelized across the SPUs in a tiled-based manner. +Batches of transformed triangles are sent to the SPUs (actually, pulled by from +main memory by the SPUs). +Each SPU loops over a set of 32x32-pixel screen tiles, rendering the triangles +into each tile. +Because of the limited SPU memory, framebuffer tiles are paged in/out of +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 January 2008 the driver supports smooth/flat shaded triangle rendering -with Z testing. +As of February 2008 the driver supports smooth/flat shaded triangle rendering +with Z testing and simple texture mapping. Simple demos like gears run successfully. -Basic texture mapping should be working within a month. -There's still unfinished work in the PPU-to-SPU communication facilities. +To test texture mapping, try progs/demos/texcyl (press right mouse button for +rendering options). </p> |