cell: updated status in docs/cell.html
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@@ -83,17 +83,17 @@ Similarly, textures are tiled and brought into local store as needed.
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<H2>Status</H2>
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<p>
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As of September 2008, the driver supports smooth/flat shaded triangle rendering
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with Z testing and simple texture mapping.
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Simple demos like gears run successfully.
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To test texture mapping, try progs/demos/texcyl (press right mouse button for
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rendering options).
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</p>
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<p>
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Runtime/dynamic code generation is being done for per-fragment
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operations (Z test, blend, etc) and for fragment programs (though only a
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few opcodes are implemented now).
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As of October 2008, the driver runs quite a few OpenGL demos.
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Features that work include:
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</p>
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<ul>
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<li>Point/line/triangle rendering, glDrawPixels
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<li>2D texture maps with nearest/linear/mipmap filtering
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<li>NPOT textures
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<li>Cube maps, to some extent
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<li>Dynamic SPU code generation for fragment shaders, but not complete
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<li>Dynamic SPU code generation for fragment ops (blend, Z-test, etc), but not complete
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</ul>
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<p>
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In general, however, the driver is rather slow because all vertex
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transformation is being done by an interpreter running on the PPU.
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@@ -114,6 +114,10 @@ more of the following debug options:
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<li><b>checker</b> - use a different background clear color for each SPU.
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This lets you see which SPU is rendering which screen tiles.
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<li><b>sync</b> - wait/synchronize after each DMA transfer
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<li><b>asm</b> - print generated SPU assembly code to stdout
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<li><b>fragops</b> - emit fragment ops debug messages
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<li><b>fragopfallback</b> - don't use codegen for fragment ops
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<li><b>cmd</b> - print SPU commands as their received
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</ul>
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<p>
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