Is the shader backend recreated properly after the reset?
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Fenn Sent: Sunday, July 20, 2008 11:11 PM To: H. Verbeet Cc: wine-devel@winehq.org Subject: Re: one liner patch to stop crash, everquest2.exe I think that both calls are coming from d3d9:IDirect3DDevice9Impl_Reset I put some FIXME's in the code and it passes the same function. In the log below you can see where the crash is happening. fixme:d3d9:IDirect3DDevice9Impl_Reset RESET DEVICE fixme:d3d_shader:shader_glsl_free FREE SHADER fixme:d3d9:IDirect3DDevice9Impl_Reset RESET DEVICE fixme:d3d_shader:shader_glsl_free FREE SHADER wine: Unhandled page fault on read access to 0x00000008 at address 0x7e44ab4c (thread 0009), starting debugger... Does this mean that the problem resides somewhere in IDirect3DDevice9Impl_Reset ? On Thu, Jul 17, 2008 at 10:44 PM, H. Verbeet <[EMAIL PROTECTED]> wrote: 2008/7/17 Andrew Fenn <[EMAIL PROTECTED]>: > Here's what I got from the debug log. > > Backtrace: > =>1 0x7e43e9b3 shader_glsl_free+0x23(iface=0x19c4b8) > [/home/andrew/wine/wine/dlls/wined3d/glsl_shader.c:3491] in wined3d > (0x0032e918) > 2 0x7e41f318 IWineD3DDeviceImpl_Reset+0x198(iface=0x19c4b8, > pPresentationParameters=0x32e9c0) > [/home/andrew/wine/wine/dlls/wined3d/device.c:7237] in wined3d (0x0032e998) > 3 0x7e4f33ce IDirect3DDevice9Impl_Reset+0x1ae(iface=<register EDI not in > topmost frame>, pPresentationParameters=0x1b9f848) > [/home/andrew/wine/wine/dlls/d3d9/device.c:381] in d3d9 (0x0032ea08) > 4 0x008d31a1 in everquest2 (+0x4d31a1) (0x0032ea3c) > 0x7e43e9b3 shader_glsl_free+0x23 > [/home/andrew/wine/wine/dlls/wined3d/glsl_shader.c:3491] in wined3d: movl > 0x8(%esi),%eax > 3491 if(priv->depth_blt_glsl_program_id) { > That's the second one, but where does the previous call come from?