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cell: updated docs/status

tags/mesa_20090313
Brian Paul 17年前
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@@ -77,21 +77,29 @@ 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 February 2008 the driver supports smooth/flat shaded triangle rendering
As of September 2008, the driver supports smooth/flat shaded triangle rendering
with Z testing and simple texture mapping.
Simple demos like gears run successfully.
To test texture mapping, try progs/demos/texcyl (press right mouse button for
rendering options).
</p>
<p>
Runtime/dynamic code generation is being done for per-fragment
operations (Z test, blend, etc) and for fragment programs (though only a
few opcodes are implemented now).
</p>
<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.
</p>



<H2>Contributing</H2>

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