https://bugs.winehq.org/show_bug.cgi?id=43118
--- Comment #2 from Emil Lauridsen mine809@gmail.com --- Created attachment 58344 --> https://bugs.winehq.org/attachment.cgi?id=58344 OPReport symbols after clang compile
I've shifted to building with clang to resolve an issue with the 64-bit version of the game. This appearantly improved the granularity of the symbols listing from oprofile.
The game appears to do a lot of shader building, something which should probably hit a cache somewhere.
Does this ring any bells for anybody with knowledge of the wine d3d implementation?