OK, I've started reading the sources you referred me to - thanks.

My head is still spinning though, because I'm not sure which
sub-project-path I should join or mimic, and it seems there are many
possible combinations. Maybe it's time for a new "state of Linux graphics"
:)

My major question:
I know it might not be the topmost concern of Mesa dev right now but would
you mind explaining (or pointing to a conference presentation or something),
in the new architecture, how would an embedded GL/ES (or Flash over OpenVG
for that matter) application go about being "optimally" rendered?

Let me explain exactly what I mean:
For a GL-based game engine (or say a future version of Gnash rendering flash
animations, or a future SVG renderer in webkit) to reach reasonable
performance on embedded platforms, the overall path needs to include a thin
software layer (engine-winsys-lib-driver stack, this is due to really
sluggish CPUs) and a fat accelerated layer (running on dedicated GPUs and
DSPs which can be quite fast especially for specific target rendering
paths). For instance in today's embedded-Linux-2D-graphics world DirectFB
and Qt-embedded both give simple alternatives to using XOrg by providing
smaller footprint winsys/api libraries and small-and-direct hardware drivers
(maybe too simple, I think they could have broader acceleration APIs out of
the drivers).

Side questions:
Which library will client GLES applications be linked against? what about
OpenVG apps?
Do I have to use DRI over X to get the new ES/VG functionality that comes
with Gallium? If not what are my alternatives?
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