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-rw-r--r-- | docs/cell.html | 24 |
1 files changed, 14 insertions, 10 deletions
diff --git a/docs/cell.html b/docs/cell.html index 34d9a927231..4a9ab14395b 100644 --- a/docs/cell.html +++ b/docs/cell.html @@ -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> |