Difference between revisions of "Summer of Code/GSoC Ideas 2024"

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→‎Smaller Tasks: removed optimized blending task
(Added ALIS task)
(→‎Smaller Tasks: removed optimized blending task)
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ScummVM includes a global fully configurable keymapper, but this requires engines to be adapted to use it. The feature documentation: [[Keymapper]], some reference implementations: Wintermute has [https://github.com/scummvm/scummvm/blob/master/engines/wintermute/keymapper_tables.h per-game keymaps]; [https://github.com/scummvm/scummvm/pull/2428 a pull request] with adding keymapper to HDB engine; [https://github.com/scummvm/scummvm/commit/cce713ee4c73504e97eba8b0ca9190e47d279e69 a commit] with adding Keymapper to a simpler engine, Griffon.
ScummVM includes a global fully configurable keymapper, but this requires engines to be adapted to use it. The feature documentation: [[Keymapper]], some reference implementations: Wintermute has [https://github.com/scummvm/scummvm/blob/master/engines/wintermute/keymapper_tables.h per-game keymaps]; [https://github.com/scummvm/scummvm/pull/2428 a pull request] with adding keymapper to HDB engine; [https://github.com/scummvm/scummvm/commit/cce713ee4c73504e97eba8b0ca9190e47d279e69 a commit] with adding Keymapper to a simpler engine, Griffon.
=== Optimize blending code for AGS games ===
* Technical contacts: [[User:Criezy|Criezy]]
* Difficulty level: Medium
* Size: 175 hours
One of the main bottleneck in term of performances for AGS games in ScummVM lies in the way sprites are blended together. The AGS engine has 10 different blending modes, and they are currently implemented in a generic way with the colors for both sources being decomposed into their RGBA components before being blended, and then the resulting color being composed back. Those generic decompositions and composition operations are slow and in many cases could be eliminated when implementing specialised versions of the blending functions for a specific pixel format. The task will consist in first changing the blending code so that it can benefit from specialised implementations (for example use template functions or a function pointer). Then specialized optimized implementations of the blending functions can be added for the most commonly used input and output pixel formats combinations.




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