Whilst I've thought about this a couple of times, I only thought about it very briefly because it spans so much .. and is a lot of work as you lay out, and we have other projects like Wakefield for example. And as for D3D, I am not sure how we can even
address HDR without upgrading our D3D pipeline to DX12 .. which in itself is
something that is a higher priority - DX 9 is ancient and doesn't support it.
And the number of customer requests to date is zero.

BRGA seems like something that we'd currently handle as a custom image format.
Is there a use case for this ?

We'd also have to consider that we ought to be looking at it for FX too ..

-phil.

On 1/26/23 2:10 AM, Laurent Bourgès wrote:
Hi,

I would like enhancing Java Image classes (awt / java2D) to support natively new image types with their use cases: - BGRA (inverse RGBA) with both byte, integer & PREMUL variants (4x8bits), as supported by skia, metal, vulkan apis - 10 or 16 bits per RGBA component to support HDR or 64bits images like R10G10B10A2 or R16G16B16A16, as supported by skia, metal, vulkan apis but also by PNG & TIFF file formats

It represents a lot of work:
- CSR to define new BufferedImageType, Image API changes to deal with short / long values (rgba 48 or 64bits)
- fix native software loops (macros)
- fix DirectX, OpenGL, XRender, Metal pipelines for accelerated Surface

Ideally such image handling requires to handle properly gamma correction & colorspaces (linear RGBA or perceptual sRGB, P3...) but it is maybe another topic !

Comments are welcome & potential use cases too,

Thanks,
Laurent

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