http://bugs.winehq.org/show_bug.cgi?id=29236
--- Comment #5 from rocko rockorequin@hotmail.com 2011-12-16 19:20:44 CST --- Yes, VirtualGL intercepts the OpenGL commands, sends them to the nvidia card, and sends the rendered output to the intel chipset for display.
The main difference between before and after that commit is that we now initialize GL and create the corresponding window earlier for ddraw. That means that in some cases we may now have two GL contexts active at the same time while previously we didn't.
It definitely is related to timing: I just managed to run CoD4 exactly once out of ten attempts with the latest wine-1.3.35. And both CoD8 and CoD4 always crash just after the splash screen when the game is trying to initialize its graphics screen, so it sounds plausible that two active GL contexts might be causing the crash.
What is the best debug channel to enable to see what might be going on here? And is there an easy way to delay the initialization of GL (since I can't revert that single commit)?