From cef71f58c9ad71eca814189e15ceebeb25b711b3 Mon Sep 17 00:00:00 2001 From: Brian Date: Wed, 27 Feb 2008 18:13:21 -0700 Subject: [PATCH] a few words about how the cell driver works. --- docs/cell.html | 27 +++++++++++++++++++++++---- 1 file changed, 23 insertions(+), 4 deletions(-) diff --git a/docs/cell.html b/docs/cell.html index 7104c84c4d9..407f7123126 100644 --- a/docs/cell.html +++ b/docs/cell.html @@ -58,14 +58,33 @@ and looking for: +

Driver Implementation Summary

+ +

+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. +

+ +

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

+ +

Status

-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).

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