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-rw-r--r--docs/cell.html24
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>