https://bugs.winehq.org/show_bug.cgi?id=47267
--- Comment #10 from Matteo Bruni matteo.mystral@gmail.com --- (In reply to andy from comment #9)
I improved the title so that it does not seem that it is enough to disable CSMT to solve the problem.
But the one that I want to point is that the game requires context-> gl_info-> gl_ops.gl.p_glFlush(), but there are probably differences in the way the latter is implemented by CSMT and SDO and these differences cause differences of performance,performance, so I think it would be useful to re-implement context-> gl_info-> gl_ops.gl.p_glFlush() as SDO did so that users can choose the most suitable option for their case.
Well, no, that's what StrictDrawOrdering did and, as I already mentioned, we're not going to reintroduce it. That really was just a hack, CSMT solves the issue of ordering operations on multiple contexts / threads correctly.