https://bugs.winehq.org/show_bug.cgi?id=53671
--- Comment #11 from Stefan Dösinger stefan@codeweavers.com --- Created attachment 73764 --> https://bugs.winehq.org/attachment.cgi?id=73764 go back to glBindBufferBase
Here is a second test patch (don't apply together with the first) that goes back to glBindBufferBase instead of glBindBufferRange to see how the driver responds. It also adds some ERRs if there are non-zero offsets either from Wine's buffer allocator or the d3d11 application.
Questions are: 1) Does it fix rendering? 2) Do any of the ERRs I am adding trigger? 3) Are the opengl errors gone?
I expect the GL errors to be gone, but if Wine suballocates buffers then rendering is probably still broken.