GSoC 2015 projects

Aaryaman Vasishta jem456.vasishta at gmail.com
Sun May 24 14:22:47 CDT 2015


Hello!

Thank you for inviting me to this opportunity! I will try my best to keep
it short, though it might be a bit long for some. There's a TL;DR at the
end, though. :)

A bit about myself. My name is Aaryaman Vasishta and I'm currently studying
in my third year of Computer Engineering in Pune Institute of Computer
Technology, India. My interests lie in game programming and computer
graphics.

My project focuses on implementing the rendering backend for the D3DRM API
[1].
D3DRM (Direct3D Retained Mode) is basically a scene graph API running on
top of Direct3D's Immediate Mode API. You can say it's more like a
rendering engine API which encapsulates Immediate Mode functionality in
order to make it easier for programmers to develop 3D scenes using it,
making it a possible competitor to OpenGL at the time.

At the moment wine's implementation of this API is mostly full of stubs,
and there's quite a bit of work left before something can be drawn on the
screen. My role here mainly focuses on implementing object
Creation/Initialization functions for some of the main interfaces, mainly
devices, textures and viewports, all of which are COM based. If time
permits, I will also work on implementing some frequently used frames and
lighting functions.

The API is quite old (it has been removed since DX 8 SDK, and the dll
doesn't come included with vista onwards) but there are a few popular games
that used it. Namely, Lego Rock Raiders and Steel Beasts, and applications
as well, like FMS (Flying Model Simulator). So there is some merit in
working on this. Implementing these functions will help accelerate further
development of this API to get some long-awaited apps to run on wine (I can
see quite a few threads on google of people trying to get FMS running, and
a couple for LRR too, so there is some demand for it). As an added bonus, I
also get to interact with wine's ddraw implementation for this one, which
could potentially help ddraw's implementation via possible bug
detection/fixes and implementing any ddraw functionality that d3drm
requires.



TL;DR: I'm implementing a main chunk of a graphics API called Direct3D
Retained Mode, which is based on Direct3D Immediate Mode. The API is mostly
a stub in wine and this project should help get things going.

Thank you!
Aaryaman Vasishta

[1] -
https://www.google-melange.com/gsoc/project/details/google/gsoc2015/jam/5750085036015616

On Sun, May 24, 2015 at 10:51 PM, Matteo Bruni <matteo.mystral at gmail.com>
wrote:

> Hey all,
>
> tomorrow the coding period of the Summer of Code begins and I though
> it might be a nice idea to let the community know about the projects
> we've got this year. Actually, I though it would be even better if the
> student themselves wrote a short summary of their own project for the
> mailing list.
>
> So, with no authority backing me, I'm kindly asking that. No need to
> write anything too fancy, just a few lines explaining what are you
> going to work on over the summer and maybe what are the expected
> benefits for Wine.
>
> Thank you!
> Matteo.
>
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