http://bugs.winehq.org/show_bug.cgi?id=13125
--- Comment #20 from Alexander Dorofeyev alexd4@inbox.lv 2008-05-14 12:25:30 --- Some further findings: the critical part seems to be whether IWineD3DImpl_CheckDeviceFormat succeeds for 16 bit format like WINED3DFMT_A1R5G5B5 with WINED3DRTYPE_TEXTURE rtype and WINED3DUSAGE_RENDERTARGET usage. Before that commit by Roderick it apparently was succeding. After it, this call returns WINED3DERR_NOTAVAILABLE. Which, on first sight looks like it's correct. So maybe the real bug is not introduced by Roderick's comment but exposed by it. Interestingly, the game also checks other texture formats with rendertarget cap, some of which succeed. I would guess that maybe the app prefers 16bit, so if it sees WINED3DFMT_A1R5G5B5 then it chooses it and something different happens from what happens if it chooses some formats for which IWineD3DImpl_CheckDeviceFormat succeeds (like A8R8G8B8).