This introduces GL errors: err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Post-pixelshader blending check @ utils.c / 1905 err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Post-pixelshader blending check @ utils.c / 1905 err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Post-pixelshader blending check @ utils.c / 1905 err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Post-pixelshader blending check @ utils.c / 1905 err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Post-pixelshader blending check @ utils.c / 1905 err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Post-pixelshader blending check @ utils.c / 1905
I didn't check if that's the issue here, but in the longer term we'll probably need to add channel type information to the formats[] table. E.g. look at places that currently use WINED3DFMT_FLAG_FLOAT.