a few words about how the cell driver works.

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Brian 2008-02-27 18:13:21 -07:00
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</pre>
<H2>Driver Implementation Summary</H2>
<p>
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.
</p>
<p>
More recently, vertex transformation has been parallelized across the SPUs
as well.
</p>
<H2>Status</H2>
<p>
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).
</p>