https://bugs.winehq.org/show_bug.cgi?id=44590
--- Comment #6 from Matteo Bruni matteo.mystral@gmail.com --- (In reply to Józef Kucia from comment #2)
Thanks for the bug report.
I haven't debugged the water reflections problem, but yes, those problems might be related. I think the source of the issue is ATOC. In OpenGL ATOC can be used only with multisampling while in Direct3D ATOC can also be used without multisampling. I haven't given it much thought, but it's probably hard to fix in any reasonable way in OpenGL. An OpenGL extension might be helpful.
Would it be an option to use multisample rendering with SAMPLES=1? AFAIK that's a thing in OpenGL, although I'm not sure how we would decide between that and normal, non multisampled rendering / render targets and if that would break other things.