https://bugs.winehq.org/show_bug.cgi?id=52907
Nipun Garg nipung271@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |nipung271@gmail.com
--- Comment #4 from Nipun Garg nipung271@gmail.com --- I can confirm that the problem exists.
From the debug log:
-------- 017c:fixme:d3d_shader:shader_glsl_interpolation_qualifiers Unhandled interpolation mode 0x3. 017c:err:d3d:wined3d_debug_callback 000000000C10E140: "GL_INVALID_ENUM in glTexBufferRange(internalFormat GL_RGBA8_SNORM)". 017c:err:d3d:wined3d_debug_callback 000000000C10E140: "GL_INVALID_ENUM in glTexBufferRange(internalFormat GL_RGBA8_SNORM)". 017c:fixme:d3d_shader:shader_glsl_interpolation_qualifiers Unhandled interpolation mode 0x3. --------
The problem seems to be that the application is passing GL_RGBA8_SNORM to glTexBufferRange as an internal format, but glTexBufferRange doesn't support GL_RGBA8_SNORM as an internal format.
I replaced GL_RGBA8_SNORM with GL_RGBA8 to test it and that seems that fixes it. Would it be correct to add checks for SNORM textures in glTexBufferRange?