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- <TITLE>Cell Driver</TITLE>
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- <H1>Mesa/Gallium 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.
- The second phase is now underway.
- </p>
-
-
- <H2>Source Code</H2>
-
- <p>
- The latest Cell driver source code is on the <code>gallium-0.2</code> branch
- of the Mesa git repository.
- After you've cloned the repository, check out the branch with:
- </p>
- <pre>
- git-checkout -b gallium-0.2 origin/gallium-0.2
- </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 2.1, see the configs/linux-cell file for some
- special changes.
- </p>
-
- <p>
- To compile the code, run <code>make linux-cell</code>.
- To build in debug mode, run <code>make linux-cell-debug</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 0.2, 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>
-
-
- <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).
- </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>Debug Options</H2>
-
- <p>
- The CELL_DEBUG env var can be set to a comma-separated list of one or
- more of the following debug options:
- </p>
- <ul>
- <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
- </ul>
-
- <p>
- If the GALLIUM_NOCELL env var is set, the softpipe driver will be used
- intead of the Cell driver.
- This is useful for comparison/validation.
- </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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