http://bugs.winehq.org/show_bug.cgi?id=15644
--- Comment #19 from Tobias Jakobi liquid.acid@gmx.net 2008-10-19 13:54:39 --- (In reply to comment #18)
How does this work? It should fix the GL error, but chances are it won't solve the rest of the problem.
Hi Henri,
the patch does work, however with a slight modification. You forgot to enable ARB_texture_rectangle in the GLSL program.
const char *blt_pshader_RECT[] = { "#version 120\n" "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect sampler;\n" "void main(void)\n" "{\n" " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n" "}\n" };
This is how it should look like. Without this modification I get again a lot of GL errors from shader_glsl_deselect_depth_blt.
But guess what. After modifying the patch it works. Which means the GL errors are gone and the scene renders without any flickering and disappearing sprites/waterplane.
Performance also increased. Going to check what kind of difference that makes in Max Payne 2.
@Jan: Check this out on your ATI and report if it helps.
Greets, Tobias