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cell: updated status in docs/cell.html

tags/mesa_20090313
Brian Paul 17 年之前
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@@ -83,17 +83,17 @@ Similarly, textures are tiled and brought into local store as needed.
<H2>Status</H2>

<p>
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).
As of October 2008, the driver runs quite a few OpenGL demos.
Features that work include:
</p>
<ul>
<li>Point/line/triangle rendering, glDrawPixels
<li>2D texture maps with nearest/linear/mipmap filtering
<li>NPOT textures
<li>Cube maps, to some extent
<li>Dynamic SPU code generation for fragment shaders, but not complete
<li>Dynamic SPU code generation for fragment ops (blend, Z-test, etc), but not complete
</ul>
<p>
In general, however, the driver is rather slow because all vertex
transformation is being done by an interpreter running on the PPU.
@@ -114,6 +114,10 @@ more of the following debug options:
<li><b>checker</b> - use a different background clear color for each SPU.
This lets you see which SPU is rendering which screen tiles.
<li><b>sync</b> - wait/synchronize after each DMA transfer
<li><b>asm</b> - print generated SPU assembly code to stdout
<li><b>fragops</b> - emit fragment ops debug messages
<li><b>fragopfallback</b> - don't use codegen for fragment ops
<li><b>cmd</b> - print SPU commands as their received
</ul>

<p>

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