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author | Brian Paul <[email protected]> | 2008-09-12 08:26:47 -0600 |
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committer | Brian Paul <[email protected]> | 2008-09-12 08:26:47 -0600 |
commit | 0c0e5b71c0fb18f7ead2884a8c1429d00c090e18 (patch) | |
tree | fedfd21b6f58b1f38310ebc69de518bb8c210dbc /docs/cell.html | |
parent | b71f4150c8be662d777da22ed0554663a9d1c84d (diff) |
cell: updated docs/status
Diffstat (limited to 'docs/cell.html')
-rw-r--r-- | docs/cell.html | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/docs/cell.html b/docs/cell.html index e1160b24288..d61b57da806 100644 --- a/docs/cell.html +++ b/docs/cell.html @@ -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> |