http://bugs.winehq.org/show_bug.cgi?id=52570 Stefan Dösinger <stefan@codeweavers.com> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |stefan@codeweavers.com --- Comment #2 from Stefan Dösinger <stefan@codeweavers.com> --- This bug is related to, but not the same as bug 52625. There was an attempt to implement FETCH4 circa 2018, but the only thing that got merged were the tests. The rationale was that FETCH4 is a proprietary AMD feature and no game has a hard requirement for it. The only reason to support FETCH4 is that games use DF16/DF24, and advertising support for those formats implies FETCH4 support. The goal of the 2018 patches was to get it running on d3d10+ GPUs via textureGather(), which is a d3d10+ feature. That's obviously not available on r300-r500. To support FETCH4 on these cards, we need some OpenGL API (likely through an extension) to access the hardware capability. Are you aware of such an extension in Mesa? Mesa r300g probably supports GL_ARB_shadow, which serves a similar purpose, but can't be directly used to substitute fetch4 or textureGather(). FETCH4 returns for texels from the texture, and the shader can then compare it to 4 depth values to implement percentage closer filtering. GL_ARB_shadow does PCF itself and then returns the result. So in order to get the shaders working, we'd either have to undo the PCF filter done by texture2DShadow or somehow recognize what the follow-up instructions do and remove them. Neither of these options sounds appealing. (The entire reply was written from long-ago memory. My memory of the specs might be wrong) -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.