http://bugs.winehq.org/show_bug.cgi?id=8051
--- Comment #26 from Peter Beutner p.beutner@gmx.net 2007-12-19 17:31:45 --- (In reply to comment #22)
- next problem is that GetDepthStencilSurface() fails with D3DERR_NOTFOUND.
What happens is: CreateDevice() called with AutoDepthStencil=true SetDepthStencil(NULL) Reset() called with AutoDepthStencil=true GetDepthStencilSurface() is expected to return something. Not sure what the proper fix is here. Just reassign the stencilBufferTarget to existing auto_depth_stencil_buffer as done in the patch or create a new one ?
Writing a test for this might reveal more information.
kinda stuck there. As it turns out you need to release any reference to the stencil buffer before calling Reset(I can send a test for this if wanted), so I see no way to check if the stencil buffer after the reset is still the old one or a newly created one. My guess would be it doesn't really matter if you do one or the other. Just re-using the existing one is probably cheaper.