Yep, I can agree with "just as important".
The issue is that right now we have enough resources to do 2D/3D and *just* keep up with the rate of new hardware introduction while working on opening up video accel hardware as a background task. If we divert any more resources to video accel then we're going to start falling behind on 2D/3D accel, and since 2D/3D/Xv are all accelerated with the same hardware these days it's kind of an all-or-nothing deal. We have to get the initial driver code working in order to understand the hardware and provide a useful reference for the rest of the development community (writing docs first didn't work so well), and that uses up pretty much all of our time.
I do believe that the current balance is the best use of our developers for now, but if you think assigning priorities differently would make more users happy I'm open to discussing it.
The issue is that right now we have enough resources to do 2D/3D and *just* keep up with the rate of new hardware introduction while working on opening up video accel hardware as a background task. If we divert any more resources to video accel then we're going to start falling behind on 2D/3D accel, and since 2D/3D/Xv are all accelerated with the same hardware these days it's kind of an all-or-nothing deal. We have to get the initial driver code working in order to understand the hardware and provide a useful reference for the rest of the development community (writing docs first didn't work so well), and that uses up pretty much all of our time.
I do believe that the current balance is the best use of our developers for now, but if you think assigning priorities differently would make more users happy I'm open to discussing it.
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