http://bugs.winehq.org/show_bug.cgi?id=6971
--- Comment #295 from Forest Hale lordhavoc@ghdigital.com 2009-12-08 11:24:43 --- (In reply to comment #294)
Though, with KMS/DRI2, DGA is finally killed for good. It's not enabled by default yet, but it's going to happen sometime soon.
Maybe Intel had KMS enabled for Ubuntu 9.10? Radeon is still a little behind.
DGA would not be even a good short term solution.
But on (radeon) KMS/DRI2 I didn't even need DGA in native Quake 2 to keep my cursor inside the window, I don't know what else has changed or is my sensitivity just too slow.
My two cents.
I highly doubt that KMS/DRI2 has killed DGA mouse, please do not confuse DGA mouse with DGA video (which has been dead for some time already, as it required root access).
DGA mouse is a useful and usable extension.
The citation of native Quake2 is irrelevant, because it has an invisible mouse pointer and thus can do whatever warping it pleases, hence it can work without DGA (but DGA has the advantage of disabling mouse acceleration).
The topic is DI cooperative mouse, where the mouse must both be visible and report deltas (even when hitting borders of the clipping area), and mouse emulation is necessary at some level, utilizing the existing mouse pointer sprite via DGA mouse is the easiest option until XInput2.
Also, I do not think that the politics of xorg regarding DGA mouse and XInput2 are even relevant to the topic at hand: users want to be able to play their games properly, they do not care for the specifics, only the results.
A basic list of possible approaches: DGA Mouse - warp pointer to emulate real mouse movement. XInput2 - not relevant yet. Hidden Mouse - hide real mouse pointer, capture mouse movement and display a fake mouse pointer using additional drawing commands before glXSwapBuffers each frame (this is okay because cooperative mouse is chiefly used by games which continuously refresh the window).
The solution is not any one of these approaches but all of them, for broadest xserver compatibility.