http://bugs.winehq.org/show_bug.cgi?id=22459
--- Comment #8 from Stefan Dösinger stefandoesinger@gmx.at 2011-09-25 16:31:06 CDT --- (In reply to comment #7)
Thanks!
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trace:d3d_surface:surface_allocate_surface (0x27518f0) : Creating surface (target 0xde1) level 0, d3d format WINED3DFMT_D16_UNORM, internal format 0, width 16, height 16, gl format 0, gl type=0 Mesa: User error: GL_INVALID_VALUE in glTexImage2D(internalFormat=GL_FALSE)
The lack of GL_ARB_depth_texture support creates problems here. The driver doesn't advertise this extension, but without it we can't create depth textures to attach to an FBO.
I'm not quite sure what to do about it. We need support for depth textures to properly render to FBOs. The driver doesn't return an error when we try to create such a texture, which suggests that it simply forgot to announce support for this format. The other possibility is that we're supposed to use renderbuffers instead of textures. I haven't tested that, but with the recent changes Henri made to support multisampling it might be easier to fall back to renderbuffers.
All in all it's a lot of work that needs to be done on our side and the driver's side to get semi-modern games like NFS:MW running on this old card. We're always looking for volunteers ;-)
A few weeks ago I was looking at setting up a Buildbot slave to run the d3d tests on my Radeon 9000M, but I gave up on it after I realized that making the tests pass is more than a weekend's job.