Quote Originally Posted by mattst88 View Post
The point is that we shouldn't allow random users to try to compile known broken code. It doesn't do anything good. They may file bug reports about build breakages, but when it turns out that even with a successful build the code doesn't do anything useful then there's no point in fielding the bugs at all.
Are saying the DX10/11 demos they had running in d3dxl1 a year or two ago don't work anymore because d3d1x hasn't been updated along with the rest of mesa's internals?
It looked to me that, by default, the d3d1x wasn't compiled into mesa. And now, even if you specifically use the d3d1x build flag to compile it in, it won't?
It just seems a little early to be killing this off when Wine still hasn't got around to doing decent DX10/DX11 support and most open source graphics drivers are still struggling with OpenGL3.X..

Of course, it will still be a while before d3dxl1 is used as it is based on DX10/DX11 which depends on decent OpenGL3.X support.
Even if Wine doesn't want to touch d3d1x with a 10 foot pole, I'd think it would still be useful for demos/testing.... Or at the very least, couldn't it be used to make porting Direct3D Games to Linux *without* rewriting the whole engine to use OpenGL and *without* having to use Wine? I'd think that would be important for Linux gaming as it could significantly reduce porting costs.

The code might be a little stale, but it's still code for hardware that, for the most part, Gallium hasn't even gotten around to supporting well yet. It just seems to me that completely disabling it like that is pretty much a guarantee that it will very quickly fall into a state that it will be a lot of work just trying to get it to compile at all.

I don't mean to be a "backseat driver" but when I see stuff that could hurt the future of gaming on Linux, I always have to make a comment, that's all.