https://bugs.winehq.org/show_bug.cgi?id=38654
--- Comment #3 from Stefan Dösinger stefan@codeweavers.com --- I suspect that the game mixes multisampled color buffers with regular depth buffers, or vice versa. I suspect the correct thing to behave as if no depth buffer is attached. Prior to 90d88968 we used an uninitialized depth buffer with the correct properties, so GL rendered something. Now we set up an incorrect FBO and GL refuses to do anything.
I ran into this with one of our tests but decided not to fix it until we have a game that needs this. Looks like we have two already.