https://bugs.winehq.org/show_bug.cgi?id=37711
--- Comment #6 from Henri Verbeet hverbeet@gmail.com --- (In reply to Axel D from comment #5)
Ok, now we discovered something else.
When render target is D3DFMT_NULL, the size of the rendering shouldn't be restricted to the render target size, but to the depth buffer size.
Doing it wrong also breaks shadows on payday2. Perhaps it's the problem wine hits ?
Sounds plausible enough. You wouldn't happen to have a test case by any chance?