As of a few releases ago, Wine uses framebuffer objects to render render offscreen images and textures. This doesn't work so well in Mesa. Games have rendering errors, or does not render at all and prints a lot of these errors: fixme:d3d:context_check_fbo_status FBO status GL_FRAMEBUFFER_UNSUPPORTED_EXT (0x8cdd) fixme:d3d:context_check_fbo_status Color attachment 0: (0xa1a2190) WINED3DFMT_A8R8G8B8 800x600 fixme:d3d:context_check_fbo_status Depth attachment: (0x2193a8) WINED3DFMT_D24S8 800x600 fixme:d3d_draw:drawStridedFast >>>>>>>>>>>>>>>>> GL_INVALID_FRAMEBUFFER_OPERATION_EXT (0x506) from glDrawArrays @ ../../../dlls/wined3d/drawprim.c / 63 In some cases, this can be worked around by setting the registry key OffscreenRenderingMode to backbuffer (the old default) as documented here: http://wiki.winehq.org/UsefulRegistryKeys But it would of course be great if this wasn't necessary. Not sure if this more of an enhancement request than a bug report, please reassign as necessary.
I don't have time to investigate, but does Wine have a search method for finding supported framebuffer configurations? If you read the spec, the driver is free to mark the FBO as GL_FRAMEBUFFER_UNSUPPORTED_EXT for nearly any reason (ex: trying to render to a RGB232 color buffer, or not using a combined Z/stencil buffer). So the app (Wine) should retry different configurations until it finds one that works. I don't know if Wine does that.
(In reply to comment #1) > I don't have time to investigate, but does Wine have a search method for > finding supported framebuffer configurations? If you read the spec, the driver > is free to mark the FBO as GL_FRAMEBUFFER_UNSUPPORTED_EXT for nearly any reason > (ex: trying to render to a RGB232 color buffer, or not using a combined > Z/stencil buffer). So the app (Wine) should retry different configurations > until it finds one that works. I don't know if Wine does that. > We check which formats can be attached as color attachment and have fallback formats for a few. It doesn't check things like depth/stencil combinations. The requested combination (GL_RGBA8/GL_DEPTH24_STENCIL8_EXT) doesn't strike me as something that's likely to be unsupported though. Is there a Wine bug filed for this? From the posted output it isn't clear to me that this is necessarily a Mesa bug.
I haven't filed any bugs against Wine for this no. The game I tried for this is the Halo demo, which according to the AppDB entry is very well supported: http://appdb.winehq.org/objectManager.php?sClass=version&iId=6978
This is working a lot better now, both games in Wine in general, and the specific title I used for testing this (the Halo demo). Both the rendering errors and the warning message is gone.
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