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mmmh... maybe it could be a good replacement of a hardware accelerated 32bits libGL which is still and currently required by the steam client (but it seems they are moving finally the last bits of 32bits code to libcef, but it is valve then don't be impatient). oh, yeah and I play games on elf/linux without that msft grade horrible proton (= wine with plentyfull of components copied straight from doz, as far as I know... that said a lean wine build for core win64 and vkd3d for vulkan/dx12 support... mmmh... wonder which games could run with that).

I wrote my own, but I had to put in assembly code to make it fast enough (amd zen2) so I am pessimistic about tinyGL being fast enough for that, and it is really a quick and dirty thing with bugs to avoid to build that horrible libGL for 32bits ONLY for the steam client (all the games I play are native vulkan3D, but I still run x11 native so I don't know about their wayland support).



Check out Mesa's llvmpipe[1]:

> The Gallium LLVMpipe driver is a software rasterizer that uses LLVM to do runtime code generation. Shaders, point/line/triangle rasterization and vertex processing are implemented with LLVM IR which is translated to x86, x86-64, or ppc64le machine code. Also, the driver is multithreaded to take advantage of multiple CPU cores (up to 32 at this time). It’s the fastest software rasterizer for Mesa.

[1]: https://docs.mesa3d.org/drivers/llvmpipe.html


It is c++, then it is a definitive no-no. That's why I wrote my own in plain and simple C.




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