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Driver Implementation Summary

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+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. +

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

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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).