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| <TITLE>Cell Driver</TITLE> |
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| <H1>Mesa/Gallium Cell Driver</H1> |
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| <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://wiki.freedesktop.org/wiki/Software/gallium" target="_parent">Gallium3D</a> |
| architecture. |
| Tungsten Graphics did the original implementation of the Cell driver. |
| </p> |
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| <H2>Source Code</H2> |
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| <p> |
| The latest Cell driver source code is on the master branch of the Mesa |
| git repository. |
| </p> |
| <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> |
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| <p> |
| If using Cell SDK 2.1, see the configs/linux-cell file for some |
| special changes. |
| </p> |
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| <p> |
| To compile the code, run <code>make linux-cell</code>. |
| Or to build in debug mode, run <code>make linux-cell-debug</code>. |
| </p> |
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| <p> |
| To use the library, make sure your current directory is the top of the |
| Mesa tree, then set <code>LD_LIBRARY_PATH</code> like this: |
| <pre> |
| export LD_LIBRARY_PATH=$PWD/lib/gallium:$PWD/lib/ |
| </pre> |
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| <p> |
| Verify that the Cell driver is being used by running |
| <code>progs/xdemos/glxinfo</code> and looking for: |
| <pre> |
| OpenGL renderer string: Gallium 0.3, Cell on Xlib |
| </pre> |
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| <H2>Driver Implementation Summary</H2> |
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| <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> |
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| <H2>Status</H2> |
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| <p> |
| 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, NPOT and cube texture maps with nearest/linear/mipmap filtering |
| <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 |
| <li>Dynamic PPU/PPC code generation for vertex shaders, but not complete |
| </ul> |
| <p> |
| Performance has recently improved with the addition of PPC code generation |
| for vertex shaders, but the code quality isn't too great yet. |
| </p> |
| <p> |
| Another bottleneck is SwapBuffers. It may be the limiting factor for |
| many simple GL tests. |
| </p> |
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| <H2>Debug Options</H2> |
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| <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 |
| <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 |
| <li><b>cache</b> - print texture cache statistics when program exits |
| </ul> |
| <p> |
| Note that some of these options may only work for linux-cell-debug builds. |
| </p> |
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| <p> |
| If the GALLIUM_NOPPC env var is set, PPC code generation will not be used |
| and vertex shaders will be run with the TGSI interpreter. |
| </p> |
| <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> |
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| <H2>Contributing</H2> |
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| <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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