docs: updated Cell docs, from gallium-0.2 branch
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@ -6,7 +6,7 @@
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<BODY>
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<H1>Mesa Cell Driver</H1>
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<H1>Mesa/Gallium Cell Driver</H1>
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<p>
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The Mesa
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@ -23,18 +23,19 @@ Two phases are planned.
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First, to implement the framework for parallel rasterization using the Cell
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SPEs, including texture mapping.
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Second, to implement a full-featured OpenGL driver with support for GLSL, etc.
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The second phase is now underway.
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</p>
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<H2>Source Code</H2>
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<p>
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The Cell driver source code is on the <code>gallium-0.1</code> branch of the
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git repository.
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The latest Cell driver source code is on the <code>gallium-0.2</code> branch
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of the Mesa git repository.
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After you've cloned the repository, check out the branch with:
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</p>
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<pre>
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git-checkout -b gallium-0.1 origin/gallium-0.1
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git-checkout -b gallium-0.2 origin/gallium-0.2
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</pre>
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<p>
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To build the driver you'll need the IBM Cell SDK (version 2.1 or 3.0).
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@ -43,12 +44,13 @@ or the Cell Simulator (untested, though).
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</p>
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<p>
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If using Cell SDK 3.0, first edit configs/linux-cell and add
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<code>-DSPU_MAIN_PARAM_LONG_LONG</code> to the SPU_CFLAGS.
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If using Cell SDK 2.1, see the configs/linux-cell file for some
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special changes.
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</p>
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<p>
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To compile the code, run <code>make linux-cell</code>.
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To build in debug mode, run <code>make linux-cell-debug</code>.
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</p>
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<p>
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@ -60,7 +62,7 @@ directory that contains <code>libGL.so</code>.
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Verify that the Cell driver is being used by running <code>glxinfo</code>
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and looking for:
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<pre>
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OpenGL renderer string: Gallium 0.1, Cell on Xlib
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OpenGL renderer string: Gallium 0.2, Cell on Xlib
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</pre>
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@ -77,21 +79,61 @@ SPU local store as needed.
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Similarly, textures are tiled and brought into local store as needed.
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</p>
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<p>
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More recently, vertex transformation has been parallelized across the SPUs
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as well.
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</p>
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<H2>Status</H2>
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<p>
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As of February 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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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, 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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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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<H2>Debug Options</H2>
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<p>
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The CELL_DEBUG env var can be set to a comma-separated list of one or
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more of the following debug options:
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</p>
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<ul>
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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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<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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This is useful for comparison/validation.
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</p>
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<H2>Contributing</H2>
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