From 4db2a7f36cb8b4bf1325f3f9c57247fd5322f2ea Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Sat, 13 Sep 2008 14:39:39 -0600 Subject: updated Cell driver info --- docs/cell.html | 56 +++++++++++++++++++++++++++++++++++++++++++------------- 1 file changed, 43 insertions(+), 13 deletions(-) diff --git a/docs/cell.html b/docs/cell.html index f9915d67e5..34d9a92723 100644 --- a/docs/cell.html +++ b/docs/cell.html @@ -6,7 +6,7 @@ -

Mesa Cell Driver

+

Mesa/Gallium Cell Driver

The Mesa @@ -23,18 +23,19 @@ Two phases are planned. First, to implement the framework for parallel rasterization using the Cell SPEs, including texture mapping. Second, to implement a full-featured OpenGL driver with support for GLSL, etc. +The second phase is now underway.

Source Code

-The Cell driver source code is on the gallium-0.1 branch of the -git repository. +The latest Cell driver source code is on the gallium-0.2 branch +of the Mesa git repository. After you've cloned the repository, check out the branch with:

-   git-checkout -b gallium-0.1 origin/gallium-0.1
+   git-checkout -b gallium-0.2 origin/gallium-0.2
 

To build the driver you'll need the IBM Cell SDK (version 2.1 or 3.0). @@ -43,12 +44,13 @@ or the Cell Simulator (untested, though).

-If using Cell SDK 3.0, first edit configs/linux-cell and add --DSPU_MAIN_PARAM_LONG_LONG to the SPU_CFLAGS. +If using Cell SDK 2.1, see the configs/linux-cell file for some +special changes.

To compile the code, run make linux-cell. +To build in debug mode, run make linux-cell-debug.

@@ -60,7 +62,7 @@ directory that contains libGL.so. Verify that the Cell driver is being used by running glxinfo and looking for:

-  OpenGL renderer string: Gallium 0.1, Cell on Xlib
+  OpenGL renderer string: Gallium 0.2, Cell on Xlib
 
@@ -77,21 +79,49 @@ SPU local store as needed. Similarly, textures are tiled and brought into local store as needed.

-

-More recently, vertex transformation has been parallelized across the SPUs -as well. -

-

Status

-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).

+

+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). +

+

+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. +

+ + + +

Debug Options

+ +

+The CELL_DEBUG env var can be set to a comma-separated list of one or +more of the following debug options: +

+ + +

+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. +

+

Contributing

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