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3 <TITLE>Cell Driver</TITLE>
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9 <H1>Mesa/Gallium Cell Driver</H1>
11 <p>
12 The Mesa
13 <a href="http://en.wikipedia.org/wiki/Cell_%28microprocessor%29" target="_parent">Cell</a>
14 driver is part of the
15 <a href="http://wiki.freedesktop.org/wiki/Software/gallium" target="_parent">Gallium3D</a>
16 architecture.
17 Tungsten Graphics did the original implementation of the Cell driver.
18 </p>
21 <H2>Source Code</H2>
23 <p>
24 The latest Cell driver source code is on the master branch of the Mesa
25 git repository.
26 </p>
27 <p>
28 To build the driver you'll need the IBM Cell SDK (version 2.1 or 3.0).
29 To use the driver you'll need a Cell system, such as a PS3 running Linux,
30 or the Cell Simulator (untested, though).
31 </p>
33 <p>
34 If using Cell SDK 2.1, see the configs/linux-cell file for some
35 special changes.
36 </p>
38 <p>
39 To compile the code, run <code>make linux-cell</code>.
40 Or to build in debug mode, run <code>make linux-cell-debug</code>.
41 </p>
43 <p>
44 To use the library, make sure your current directory is the top of the
45 Mesa tree, then set <code>LD_LIBRARY_PATH</code> like this:
46 <pre>
47 export LD_LIBRARY_PATH=$PWD/lib/gallium:$PWD/lib/
48 </pre>
50 <p>
51 Verify that the Cell driver is being used by running
52 <code>progs/xdemos/glxinfo</code> and looking for:
53 <pre>
54 OpenGL renderer string: Gallium 0.3, Cell on Xlib
55 </pre>
58 <H2>Driver Implementation Summary</H2>
60 <p>
61 Rasterization is parallelized across the SPUs in a tiled-based manner.
62 Batches of transformed triangles are sent to the SPUs (actually, pulled by from
63 main memory by the SPUs).
64 Each SPU loops over a set of 32x32-pixel screen tiles, rendering the triangles
65 into each tile.
66 Because of the limited SPU memory, framebuffer tiles are paged in/out of
67 SPU local store as needed.
68 Similarly, textures are tiled and brought into local store as needed.
69 </p>
72 <H2>Status</H2>
74 <p>
75 As of October 2008, the driver runs quite a few OpenGL demos.
76 Features that work include:
77 </p>
78 <ul>
79 <li>Point/line/triangle rendering, glDrawPixels
80 <li>2D, NPOT and cube texture maps with nearest/linear/mipmap filtering
81 <li>Dynamic SPU code generation for fragment shaders, but not complete
82 <li>Dynamic SPU code generation for fragment ops (blend, Z-test, etc), but not complete
83 <li>Dynamic PPU/PPC code generation for vertex shaders, but not complete
84 </ul>
85 <p>
86 Performance has recently improved with the addition of PPC code generation
87 for vertex shaders, but the code quality isn't too great yet.
88 </p>
89 <p>
90 Another bottleneck is SwapBuffers. It may be the limiting factor for
91 many simple GL tests.
92 </p>
96 <H2>Debug Options</H2>
98 <p>
99 The CELL_DEBUG env var can be set to a comma-separated list of one or
100 more of the following debug options:
101 </p>
102 <ul>
103 <li><b>checker</b> - use a different background clear color for each SPU.
104 This lets you see which SPU is rendering which screen tiles.
105 <li><b>sync</b> - wait/synchronize after each DMA transfer
106 <li><b>asm</b> - print generated SPU assembly code to stdout
107 <li><b>fragops</b> - emit fragment ops debug messages
108 <li><b>fragopfallback</b> - don't use codegen for fragment ops
109 <li><b>cmd</b> - print SPU commands as their received
110 <li><b>cache</b> - print texture cache statistics when program exits
111 </ul>
113 Note that some of these options may only work for linux-cell-debug builds.
114 </p>
117 If the GALLIUM_NOPPC env var is set, PPC code generation will not be used
118 and vertex shaders will be run with the TGSI interpreter.
119 </p>
121 If the GALLIUM_NOCELL env var is set, the softpipe driver will be used
122 intead of the Cell driver.
123 This is useful for comparison/validation.
124 </p>
128 <H2>Contributing</H2>
131 If you're interested in contributing to the effort, familiarize yourself
132 with the code, join the <a href="lists.html">mesa3d-dev mailing list</a>,
133 and describe what you'd like to do.
134 </p>
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