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| <H1>Mesa 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://www.tungstengraphics.com/wiki/index.php/Gallium3D" target="_parent">Gallium3D</a> |
| architecture. |
| </p> |
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| <p> |
| <a href="http://www.tungstengraphics.com/" target="_parent">Tungsten Graphics</a> |
| is leading the project. |
| Two phases are planned. |
| First, to implement the framework for parallel rasterization using the Cell |
| SPEs, including texture mapping. |
| Second, to implement a full-featured OpenGL driver with support for GLSL, etc. |
| </p> |
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| <H2>Source Code</H2> |
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| <p> |
| The Cell driver source code is on the <code>gallium-0.1</code> branch of the |
| git repository. |
| After you've cloned the repository, check out the branch with: |
| </p> |
| <pre> |
| git-checkout -b gallium-0.1 origin/gallium-0.1 |
| </pre> |
| <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 3.0, first edit configs/linux-cell and add |
| <code>-DSPU_MAIN_PARAM_LONG_LONG</code> to the SPU_CFLAGS. |
| </p> |
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| <p> |
| To compile the code, run <code>make linux-cell</code>. |
| </p> |
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| <p> |
| To use the library, make sure <code>LD_LIBRARY_PATH</code> points the Mesa/lib/ |
| directory that contains <code>libGL.so</code>. |
| </p> |
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| <p> |
| Verify that the Cell driver is being used by running <code>glxinfo</code> |
| and looking for: |
| <pre> |
| OpenGL renderer string: Gallium 0.1, 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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| <p> |
| More recently, vertex transformation has been parallelized across the SPUs |
| as well. |
| </p> |
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| <H2>Status</H2> |
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| <p> |
| As of February 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> |
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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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