On Fri Oct 28 19:33:16 2022 +0000, Henri Verbeet wrote:
Finding the right balance is never easy, particularly when targetting an audience with a potentially broad range of experience. Fundamentally though:
- More so than more established projects like Wine, we'd like vkd3d
(and vkd3d-shader in particular) to be easy to pick up for new/incidental contributors. If that implies spelling out some things that may be obvious to more experienced contributors, that seems fine to me. I.e., this shouldn't turn into a C tutorial, but if it ends up becoming something along the lines of "getting started with vkd3d-shader", that may not be a bad thing.
- I think vkd3d in general could do with more/better documentation.
I'm primarily concerned about user facing documentation like the public API reference, and higher level overviews for how to use vkd3d, vkd3d-shader, and vkd3d-utils in applications or libraries, but I can only encourage anyone willing to work on this.
- I think it's fine to go through a couple of review rounds to see
where improvements can be made before committing these, but I don't think it necessarily needs to be perfect before it can go in. We'd like to avoid comments that are misleading or just wrong, but the potential for regressions is pretty limited, and I'd expect this to evolve a bit after it's committed in any case.
I agree with these points.
I would only suggest that this series be limited a bit from 14 patches, since otherwise reviewing all of them will take a lot longer.