May 15, 2026
4:54 a.m.
It turns out rejecting 16-bit formats won't fix the issue. The game calls `CheckDeviceMultiSampleType()` for `R8G8B8`, and if available it sets multisampling type 0x2 for format `R5G5B5` in a `D3DPRESENT_PARAMETERS` passed to `Reset()`. In Windows 11, multisampling is reported as available for fullscreen `R5G5B5` but not `R8G8B8`. The game depends on `CheckDeviceMultiSampleType()` failing because otherwise it tries to lock a multisampled backbuffer. This can't be fixed upstream. We should probably still have the constraints on locking, but don't need to reject 16-bit formats if they are supported, unless a reason comes up. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/10874#note_139918