d3dx10: Float16To32Array and Float32To16Array (GSoC)

Joshua Beck jxb091000 at utdallas.edu
Sun Mar 20 16:33:09 CDT 2011


On 3/20/2011 1:02 PM, Stefan Dösinger wrote:
> On Sunday 20 March 2011 18:15:20 Joshua Beck wrote:
>> I'm looking for feedback on an idea for a Google Summer of Code project.
> Cool, thanks for your interest!
>
>> I looked at bugzilla and found that the D3DX9 versions of
>> Float16To32Array and Float32To16Array were needed for some games to run.
>> I thought that implementing those functions would make a good Google
>> Summer of Code project, but later discovered that Misha Koshelev had
>> already implemented them in a patch that wasn’t committed yet.
> I think those two functions are way too small for a summer of code
> project(~2.5 months of work). I implemented the original half-float conversion
> code in wined3d, and it took me about a day with some tests. This code didn't
> have to deal with too many special cases, so the d3dx* implementation is a bit
> more work, but still not enough to fill 2.5 months.
I erred on the side of caution because I didn't want to spend all summer 
working on a project that I couldn't finish. However I do have other 
ideas that I would also like to implement. For instance, I would be 
willing to implement the D3DXSave[Surface/Texture]ToFile* functions for 
all file formats currently supported by WINE. The general idea I have 
for implementing them is to have two basic groups of functions. One 
would be to convert the format that the surface or texture is stored in 
to an intermediate, uncompressed format. The other group would convert 
from this uncompressed format to another format supported by these 
functions. If that isn't enough, I would also be willing to start adding 
support for DDS files to the various functions that need them (for 
example GetImageInfo*, LoadSurface*, and Save[Texture/Surface]*).



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