----- Original Message -----
> On 11.03.2013 11:26, Jose Fonseca wrote:
> > First email was too long, so re-sending just the interesting bits)
> 
> Please tell me removing this came to mind because you're going to
> release a better D3D9,10/11 state tracker :)
> (Nah I guess it would be too much trouble if there's no users for it ...)

No.. :) I just noticed it continues to be a distraction when doing interface 
changes or build cleanups.
 
> This one *did* kind of work, notably also with wine, but it still has
> loads of bugs and I just don't have the time to improve it; and then add
> those missing bits like deferred contexts, virtual functions, compute
> shader or UAV support.
> Also gallium's still not completely able to support everything properly.
> It did acquire some of the missing parts though since last time I
> touched it.
> 
> I had succeeded in making Unigine Heaven run (taking a little shortcut
> with sm4 to nv50, extending the gallium interface for features like
> tessellation that are still years ahead for all the other parties would
> not have been well received at that time, at least I had that
> impression), but all the more complex games I tested crashed somewhere
> and I wasn't going to try to debug binary blobs (most of them seemed to
> require those missing features, too).
> 
> Anyway, just meant to say, it *could* have been useful had someone
> finished it ... if only with wine.
> So I'm fine with removing it since I don't expect anyone to get back to
> it. Trying to decide between "farewell" and "good riddance" for all the
> pain its bugs caused me.

Thanks.  For the record, I have no objection with this component goals, I 
always found it a cool project, and I'll happily welcome back if a maintainer 
comes along.  But until then I'd rather we don't have dead code in master -- 
the live code is more than enough to keep us totally busy.

Jose
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