mesa: updated status in cell.html
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@ -88,18 +88,18 @@ 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>2D, NPOT and cube texture maps with nearest/linear/mipmap filtering
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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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<li>Dynamic PPU/PPC code generation for vertex shaders, 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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Programs with many vertices or complex vertex shaders will run especially
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slow.
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This will be addressed in the future.
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Performance has recently improved with the addition of PPC code generation
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for vertex shaders, but the code quality isn't too great yet.
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</p>
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<p>
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Another bottleneck is SwapBuffers. It may be the limiting factor for
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many simple GL tests.
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</p>
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@ -118,8 +118,16 @@ more of the following debug options:
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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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<li><b>cache</b> - print texture cache statistics when program exits
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</ul>
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<p>
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Note that some of these options may only work for linux-cell-debug builds.
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</p>
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<p>
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If the GALLIUM_NOPPC env var is set, PPC code generation will not be used
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and vertex shaders will be run with the TGSI interpreter.
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</p>
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<p>
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If the GALLIUM_NOCELL env var is set, the softpipe driver will be used
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intead of the Cell driver.
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