mesa: updated status in cell.html

This commit is contained in:
Brian Paul 2008-10-23 10:47:17 -06:00
parent 6b69e3c717
commit 02c9009bb8
1 changed files with 16 additions and 8 deletions

View File

@ -88,18 +88,18 @@ Features that work include:
</p>
<ul>
<li>Point/line/triangle rendering, glDrawPixels
<li>2D texture maps with nearest/linear/mipmap filtering
<li>NPOT textures
<li>Cube maps, to some extent
<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>
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.
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>
Another bottleneck is SwapBuffers. It may be the limiting factor for
many simple GL tests.
</p>
@ -118,8 +118,16 @@ more of the following debug options:
<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.