Difference between revisions of "OpenTasks/Graphics/Hardware Acceleration"

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(Upgrade to 100% to (hopefully) increase student interest)
 
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{{Infobox_OpenTasks|
{{Infobox_OpenTasks|
taskname=Hardware accelerated blitting|
taskname=Hardware accelerated blitting|
gsocworkload=50%|
gsocworkload=100%|
techcontact=[[User:somaen|Einar Johan Trøan Sømåen]], [[User:LordHoto|Johannes Schickel]], [[User:Fuzzie|Alyssa Milburn]]|
techcontact=[[User:somaen|Einar Johan Trøan Sømåen]], [[User:LordHoto|Johannes Schickel]], [[User:Fuzzie|Alyssa Milburn]]|
subsystem=Engine|
subsystem=Engine|

Latest revision as of 10:32, 31 January 2015

Open Task
Task Name Hardware accelerated blitting
Technical Contact(s) Einar Johan Trøan Sømåen, Johannes Schickel, Alyssa Milburn
Subsystem Engine

Background:

Some engines (Wintermute, Broken Sword 2.5) would greatly benefit from having the option of hardware acceleration for their graphics code, for fast alpha (transparency) blitting, rotation, scaling, etc.

The Task:

  • Plan, discuss and develop a design for a generic API for hardware acceleration.
  • Implement the API for several backends (for example the desktop OpenGL backend, and OpenGL ES backends such as iOS and Android), updating/refactoring the backend code as necessary to keep the code stable and maintainable.
  • Update the Broken Sword 2.5 engine code to use the new API.
  • Update the Wintermute engine code to use the new API.

Required Skills:

  • Good C++ skills.
  • Good knowledge of ScummVM coding conventions and portability guidelines (could be learned in less than a week)

Helpful to Have:

  • Some basic knowledge of OpenGL and OpenGL ES.
  • Access to several different supported platforms for testing.