Hello @sylware, bundling mesa to provide a cpu-only opengl fallback is not worth entertaining because there's a negligible amount of games that run well on a cpu-only render stack and on hardware that is old enough for there to be no sane gpu accelerated graphics available.
On Mon, Dec 31, 2018 at 07:24:00AM -0800, kisak-valve wrote:
Hello @sylware, bundling mesa to provide a cpu-only opengl fallback is not
worth entertaining because there's a negligible amount of games that run well
on a cpu-only render stack and the hardware is old enough that there's no
sane gpu accelerated graphics available.
I am talking about the web steam client, not games. Some may run the client on
some systems only for its social features. I meant pure software namely without GL
(~"pixman"), but the steam client could bundle the mesa software GL if the code
is not modular enough: since it's a cross-platform client, I guess the rendering
system is quite modular and could deal with a dumb software renderer on x11 or
wayland (libSDL2?), not to mention a vulkan accelerated one.
Moreover the client is still 32 bits, I have 32bits libs only for the client.
Nothing extracted yet.
With a pure software rendered steam client, libGL should not be required at client start.
This should be required only for the big picture client, or the gpu accelerated client (no vulkan rendering?).