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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