http://bugs.winehq.org/show_bug.cgi?id=26229 --- Comment #6 from Henri Verbeet <hverbeet(a)gmail.com> 2011-02-28 08:32:15 CST --- (In reply to comment #5)
So what does the Windows driver do to work around this blitter limit? Native D3D doesn't need that blit at all. It's only needed due to not being able to share the depth buffer between application FBs and the system FB in GL. One way to avoid it in GL would be to do all rendering offscreen and only blitting the result to the framebuffer, but I think this is something the hardware should be able to do.
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