http://bugs.winehq.org/show_bug.cgi?id=14522
--- Comment #26 from Matteo Bruni matteo.mystral@gmail.com 2013-07-18 09:16:00 CDT --- Created attachment 45326 --> http://bugs.winehq.org/attachment.cgi?id=45326 Patch
This patch fixes the bug for me. Essentially the same texture is bound to multiple samplers with different sampling parameters, we need something like sampler objects to make that work right.
The patch as-is has a number of issues though. There are a bunch of glTexParameteri calls in wined3d (e.g. in draw_textured_quad) which essentially do nothing when a sampler object is bound, that needs to be fixed. Also the patch adds some new state into wined3d_device and that pretty much goes in the opposite direction of what Stefan has been doing lately. Moreover, it brings a 5-10% performance penalty on Nvidia for me, not sure if that's just because of the sampler objects or (arguably) due to the additional state changes.