http://bugs.winehq.org/show_bug.cgi?id=34011
--- Comment #11 from Screwtape thristian@gmail.com --- Earlier this year at FOSDEM, one of the Mesa developers gave a talk called "Three Years' Experience with a Tree-Like Shader IR":
http://video.fosdem.org/2014/H1301_Cornil/Saturday/
...in it, he talks about how terrible Mesa's GLSL compiler and optimizer are, and explicitly mentions that it tends to cause problems for games run under Wine. Apparently, Direct3D treats vertex and fragment shaders separately, and you can swap them in and out any time you like, so games tend to do that a lot. In GL, vertex and fragment shaders are considered part of the same shader program, so when a game swaps out one fragment shader for another, Wine has to recompile the new combination of vertex and fragment shaders, which is more expensive than what Windows does. On top of that, Mesa's GLSL compiler is very slow and inefficient, and the speaker actually mentioned stuttering-while-approaching-a-boss as a common symptom.
So I suspect there's nothing Wine can do about this particular behaviour.