https://bugs.winehq.org/show_bug.cgi?id=51032
--- Comment #4 from Ancheng acyellow@gmail.com --- (In reply to Stefan Dösinger from comment #2)
Did you test if the same issue happens when running the application on Linux?
Ancheng: I don't test it on Linux. By the way, in Ubuntu18.04 Wine environment, I often encounter some errors in the App installation process, or some errors not related with D3D when run the App.
wined3d on windows is generally supposed to work, but it is a configuration we rarely test. The main purpose behind it is as a debugging tool - it allows us to separate d3d from non-d3d issues.
There are a few Windows-specific caveats that Wine doesn't have: WGL allows setting a window's pixel format only once. Wine's WGL has a wine-specific extension for d3d to use here.
Ancheng: In my environtment the OpenGL driver is from NVIDIA, seems not implement the wine-specific extension?
Furthermore, wglShareLists only works on non-current contexts on Windows. The latter is mostly moot with CSMT=1 (default) because the only reason we'd use two contexts are d3d calls from multiple threads.
Ancheng: I try to initialize cs_multithreaded with WINED3D_CSMT_SERIALIZE or 0, it still fails, the App D3D window is black.
I see two debug breakpoints in your output. Are those from attaching the debugger, or is it maybe a sign of a real problem?
Ancheng: It is from attaching the debugger and from breaking manually.