On Thu, Dec 11, 2008 at 06:21:30PM +0200, Ben Hazan wrote:

> I would like implement OES_fixed_point, OES_single_precision,
> OES_byte_coordinates and OES_compressed_paletted_texture.
> My goal is to have OpenGL ES 1.0 programs work with Mesa so I would like to
> implement the extensions as core additions.
> 
> 1. Has anyone started a similar work? How can I contact him?
> 
> 2. Which git branch should I checkout for development?

The best option is to make your own branch from Mesa master.

> 3. I estimated it would take me about 200 hours to implement the extensions.
> Is it reasonable?

Without knowing your experience level, especially your experience
level with Mesa, it's difficult to say.  That's probably a reasonable
initial estimate, though.

> Most of the work would be implementing OES_fixed_point, which requires
> wrapping a lot of functions (converting from fixed to float) and supporting
> the new vertex array types.
> 
> Links to the specs:
> http://www.khronos.org/registry/gles/extensions/OES/OES_fixed_point.txt
> http://www.khronos.org/registry/gles/extensions/OES/OES_single_precision.txt
> http://www.khronos.org/registry/gles/extensions/OES/OES_byte_coordinates.txt
> http://www.khronos.org/registry/gles/extensions/OES/OES_compressed_paletted_texture.txt

I would suggest starting with OES_single_precision.  It's a very
simple extension, and it will give you a chance to learn some of the
Mesa code base.

I would probaby suggest doing OES_byte_coordinates next.  The vertex
path in Mesa is probably the most compilex code in the whole thing.
OES_byte_coordinates is a pretty simple extension, so you can use it
as a warm-up for the more invasive changes needed for OES_fixed_point.

While you're in there, you might also consider implementing
OES_vertex_half_float / ARB_half_float_vertex.  These extensions hit
pretty much the same parts of the code as OES_fixed_point, and they're
actually useful on modern, non-embedded hardware.

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