http://bugs.winehq.org/show_bug.cgi?id=33478
--- Comment #11 from Henri Verbeet hverbeet@gmail.com 2013-08-13 06:25:50 CDT --- (In reply to comment #8)
err:d3d:wined3d_debug_callback 0x1bbac7d8: "glPointSize parameter <size> has an invalid value 'nan': must be greater than 0.000000 (GL_INVALID_VALUE)".
Those are essentially bug 22922 / bug 23048. Making them go away would require some tests to see what is supposed to happen when the applications sets NAN as point size.
Those messages have nothing to do with shader compilation though, which is what this bug claims to be about.
--- Comment #12 from Alex roboman2444@gmail.com 2013-08-13 12:39:02 CDT --- (In reply to comment #11)
(In reply to comment #8)
err:d3d:wined3d_debug_callback 0x1bbac7d8: "glPointSize parameter <size> has an invalid value 'nan': must be greater than 0.000000 (GL_INVALID_VALUE)".
Those are essentially bug 22922 / bug 23048. Making them go away would require some tests to see what is supposed to happen when the applications sets NAN as point size.
Those messages have nothing to do with shader compilation though, which is what this bug claims to be about.
Sure, that is a bug, but it isnt the bug which slows things down to 2 fps. If you actually look at traces, you would notice that the two calls that take the most amount of cpu time in between each flip are directly related to compiling and linking a shader program.
Please do some research before commenting. Just reading logs is not enough.