http://bugs.winehq.org/show_bug.cgi?id=11584
--- Comment #71 from Vitaliy Margolen vitaliy@kievinfo.com 2008-06-07 09:45:20 --- Created an attachment (id=13782) --> (http://bugs.winehq.org/attachment.cgi?id=13782) Possible patch
(In reply to comment #70)
You mean if (target != This->lastActiveRenderTarget) ? That won't work since lastActiveRenderTarget is changed in ActivateContext - after the find context.
It will avoid the PreLoad call if the game switches threads during offscreen rendering, which I think is the problem here. Can you give it a try to see how it works out?
I did already try it - doesn't work. There is nothing to break the loop. Even rearranging things like this don't work.