well to be honest is not easy to meet the technical reference implementation and high performance at the same time, so i would assume once marek get it to render correctly then the optimization process will begin[which is perfectly normal] especially with a hard beast to tame like MSAA.
so maybe in mesa 9.0 it will kill FPS but render properly so they can achieve OpenGL 3.1 by the book and in 9.1 performance will go up[and weird cornercases fixed]
for now 1000 kudos to marek and all the mesa team cuz the great work XD
btw LLVM shaders in r600g are shaping great, now i can play Lineage2 Tauti in maximum setting[except MSAA] with HDR totally fluid [wine 1.5.10 + mesa git].
btw Michael Opengl 3.2+ is not used by any big proyect yet[taking out the awesome Unigine engine] so for now with good GL 2.1/3.1 mesa can support 99% of the 3d stuff out there including wine since DX10/DX11 don't have enough marketshare yet to remove the DX9 codepath[and you can barely notice any difference in most engines out there], so ofc will be good to get up to date with khronos but would be interesting to discuss the importance of Optimal GL3.X/ vs catch up to khronos since most game makers out there will take as reference Mac OS X GL support for their linux ports[if apple only support GL 3.2(not sure fix me if wrong) is very unlikely that valve for example will use GL 4.3 only on linux] but if mesa can provide optimal speed for the same GL version in OS X then we can kill zombies the FOSS way![]()
hint: maybe an more deep analysis about it can bring some nice discussions and maybe suggest some goals for mesa in the short term
There's only 1 test on r600g that's failing now, tracked here: https://bugs.freedesktop.org/show_bug.cgi?id=44912
Intel passes all their tests, and so do the NVidia binary drivers.
For the MSAA problem, i think Firefox updated their code to only use that on Mesa 8.1 or greater, where it's been fixed, so it works with Intel 8.0 by disabling that.