http://bugs.winehq.org/show_bug.cgi?id=6997
------- Additional Comments From e0425955@student.tuwien.ac.at 2007-04-01 06:52 ------- Remove depth_blt does help since the slowdown actually occurs when calling glVertex (so it must be the very texture access in the shader, it helps removing it), as I forgot to mention. I can't reproduce such a condition that causes the slowdown using OpenGL myself, but it seems Cedega can ...
But I don't understand why the depth blit has to happen in the first place since I haven't bound an offscreen depth surface (only did SetRenderTarget(0, texSurface), not enabled depth testing, and the result isn't any different when removing the depth_blt (although this could be because of the simplicity of the program).
And in this context I don't fully understand the (purpose of the) function, to me it looks like the onscreen depth buffer is copied to texture and then the depth values of the texture are written to the FBO depth surface, which isn't bound, that means back to the onscreen depth buffer ?