Re: drm / drm2 removal in 12

From: blubee blubeeme <gurenchan_at_gmail.com>
Date: Sun, 26 Aug 2018 18:41:48 +0800
On Sun, Aug 26, 2018 at 4:32 PM Hans Petter Selasky <hps_at_selasky.org> wrote:

> On 8/26/18 3:20 AM, blubee blubeeme wrote:
> > Have you or anyone working on this drm-legacy-kmod stuff done any
> testings
> > of how this will affect current users?
>
> Hi Blubee,
>
> Are you here to try to stir a conflict?
> If so that is not appreciated.
>
> --HPS
>
Hans, you of all people should know that's not true.

I would think that trying to sneak in code during a code freeze that would
break the release. Forcing the core devs to revert those changes and having
to dust off old policies to try to keep you guys in check is what's
stirring up conflicts, but hey; what do I know?

It's really sad state when capable engineers are so obsessed with something
that they cannot see the forest for the trees. Try to step away from the
canvas and look at the big picture.

If you don't mind me asking, Hans care to answer these questions below?
1) Take a [test] system with the current graphics stack installed and
working.
2) Apply your patches to remove the drm from base to create a port
3) update the working [test] system after applying your changes

How does your changes affect a [test] system that is already up and running?

Have any of you guys tried that? Do you have any documentation on how it'll
affect users.

You guys want to remove things from the current system but you come with;
it works for us hobbyists.
Where do users go to get steps to do all of this stuff?

You've repeatedly said what you want to do sure, but have you tested it?
Received on Sun Aug 26 2018 - 08:42:01 UTC

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