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3<TITLE>Cell Driver</TITLE>
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9<H1>Mesa Cell Driver</H1>
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11<p>
12The Mesa
13<a href="http://en.wikipedia.org/wiki/Cell_%28microprocessor%29" target="_parent">Cell</a>
14driver is part of the
15<a href="http://www.tungstengraphics.com/wiki/index.php/Gallium3D" target="_parent">Gallium3D</a>
16architecture.
17</p>
18
19<p>
20<a href="http://www.tungstengraphics.com/" target="_parent">Tungsten Graphics</a>
21is leading the project.
22Two phases are planned.
23First, to implement the framework for parallel rasterization using the Cell
24SPEs, including texture mapping.
25Second, to implement a full-featured OpenGL driver with support for GLSL, etc.
26</p>
27
28
29<H2>Source Code</H2>
30
31<p>
32The Cell driver source code is on the <code>gallium-0.1</code> branch of the
33git repository.
34To build the driver you'll need the IBM Cell SDK (version 2.1 or 3.0).
35To use the driver you'll need a Cell system, such as a PS3 running Linux,
36or the Cell Simulator (untested, though).
37</p>
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39<p>
Briancabcee92008-02-27 18:01:37 -070040If using Cell SDK 3.0, first edit configs/linux-cell and add
41<code>-DSPU_MAIN_PARAM_LONG_LONG</code> to the SPU_CFLAGS.
42</p>
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44<p>
Brianb87c1ab2008-01-24 09:15:31 -070045To compile the code, run <code>make linux-cell</code>.
46</p>
47
48<p>
49To use the library, make sure <code>LD_LIBRARY_PATH</code> points the Mesa/lib/
50directory that contains <code>libGL.so</code>.
51</p>
52
53<p>
54Verify that the Cell driver is being used by running <code>glxinfo</code>
55and looking for:
56<pre>
57 OpenGL renderer string: Gallium 0.1, Cell on Xlib
58</pre>
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60
Briancef71f52008-02-27 18:13:21 -070061<H2>Driver Implementation Summary</H2>
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63<p>
64Rasterization is parallelized across the SPUs in a tiled-based manner.
65Batches of transformed triangles are sent to the SPUs (actually, pulled by from
66main memory by the SPUs).
67Each SPU loops over a set of 32x32-pixel screen tiles, rendering the triangles
68into each tile.
69Because of the limited SPU memory, framebuffer tiles are paged in/out of
70SPU local store as needed.
71Similarly, textures are tiled and brought into local store as needed.
72</p>
73
74<p>
75More recently, vertex transformation has been parallelized across the SPUs
76as well.
77</p>
78
79
Brianb87c1ab2008-01-24 09:15:31 -070080<H2>Status</H2>
81
82<p>
Briancef71f52008-02-27 18:13:21 -070083As of February 2008 the driver supports smooth/flat shaded triangle rendering
84with Z testing and simple texture mapping.
Brianb87c1ab2008-01-24 09:15:31 -070085Simple demos like gears run successfully.
Briancef71f52008-02-27 18:13:21 -070086To test texture mapping, try progs/demos/texcyl (press right mouse button for
87rendering options).
Brianb87c1ab2008-01-24 09:15:31 -070088</p>
89
90
91<H2>Contributing</H2>
92
93<p>
94If you're interested in contributing to the effort, familiarize yourself
95with the code, join the <a href="lists.html">mesa3d-dev mailing list</a>,
96and describe what you'd like to do.
97</p>
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