http://bugs.winehq.org/show_bug.cgi?id=28529
--- Comment #11 from Henri Verbeet hverbeet@gmail.com 2013-05-29 05:07:56 CDT --- (In reply to comment #10)
Are you sure that SM3.0 that ARB_shader_texture_lod is required for supporting SM3.0? For example, patching wine for disabling that commit (http://source.winehq.org/git/wine.git/commitdiff/c51db63ba4eda7e2cb565ebadf5...) gets running EVE Online with SM3.0
Well, you can get lucky if the application doesn't actually use texldd or texldl in fragment shaders. Many SM3 applications don't, but that doesn't mean we can report the capability if the driver doesn't support it.
And I'm not sure that checking ARB_shader_texture_lod is the best method for checking SM3.0 NVidia (http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&am...) recommends do it with NV_vertex_program3:
That's for vertex shaders, the specific issue is with texldd and texldl in fragment shaders. More importantly, that extension is for NVIDIA's proprietary NV_vertex_program / NV_fragment_program extensions, it doesn't do anything for GLSL shaders. That said, if the driver supports the NV_fragment_program2 extension, you should indeed get SM3 if you disable the GLSL shader backend and use the ARB program shader backend instead. Note that that configuration is mostly unsupported though.
Something else to consider may be using the Nouveau drivers instead. I'm not entirely sure what level of support it has for GF6/7 hardware at this point, but there's a decent chance it either already supports ARB_shader_texture_lod, or could be made to relatively easily.