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- <TITLE>Cell Driver</TITLE>
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- <link rel="stylesheet" type="text/css" href="mesa.css"></head>
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- <BODY>
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- <H1>Mesa Cell Driver</H1>
-
- <p>
- The Mesa
- <a href="http://en.wikipedia.org/wiki/Cell_%28microprocessor%29" target="_parent">Cell</a>
- driver is part of the
- <a href="http://www.tungstengraphics.com/wiki/index.php/Gallium3D" target="_parent">Gallium3D</a>
- architecture.
- </p>
-
- <p>
- <a href="http://www.tungstengraphics.com/" target="_parent">Tungsten Graphics</a>
- is leading the project.
- Two phases are planned.
- First, to implement the framework for parallel rasterization using the Cell
- SPEs, including texture mapping.
- Second, to implement a full-featured OpenGL driver with support for GLSL, etc.
- </p>
-
-
- <H2>Source Code</H2>
-
- <p>
- The Cell driver source code is on the <code>gallium-0.1</code> branch of the
- git repository.
- After you've cloned the repository, check out the branch with:
- </p>
- <pre>
- git-checkout -b gallium-0.1 origin/gallium-0.1
- </pre>
- <p>
- To build the driver you'll need the IBM Cell SDK (version 2.1 or 3.0).
- To use the driver you'll need a Cell system, such as a PS3 running Linux,
- or the Cell Simulator (untested, though).
- </p>
-
- <p>
- If using Cell SDK 3.0, first edit configs/linux-cell and add
- <code>-DSPU_MAIN_PARAM_LONG_LONG</code> to the SPU_CFLAGS.
- </p>
-
- <p>
- To compile the code, run <code>make linux-cell</code>.
- </p>
-
- <p>
- To use the library, make sure <code>LD_LIBRARY_PATH</code> points the Mesa/lib/
- directory that contains <code>libGL.so</code>.
- </p>
-
- <p>
- Verify that the Cell driver is being used by running <code>glxinfo</code>
- and looking for:
- <pre>
- OpenGL renderer string: Gallium 0.1, Cell on Xlib
- </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 February 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>
-
-
- <H2>Contributing</H2>
-
- <p>
- If you're interested in contributing to the effort, familiarize yourself
- with the code, join the <a href="lists.html">mesa3d-dev mailing list</a>,
- and describe what you'd like to do.
- </p>
-
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