I changed:

hr = This->shader_backend->shader_alloc_private(iface);

To the following:

FIXME("BEFORE, hr: 0x%08x\n", hr);
hr = This->shader_backend->shader_alloc_private(iface);
FIXME("AFTER, hr: 0x%08x\n", hr);

...and then I ran everquest2.exe again, alt+enter to full screen...

fixme:d3d9:IDirect3DDevice9Impl_Reset RESET DEVICE
fixme:d3d_shader:shader_glsl_free FREE SHADER
fixme:d3d:IWineD3DDeviceImpl_Reset BEFORE, hr: 0x00000000
fixme:d3d:IWineD3DDeviceImpl_Reset AFTER, hr: 0x00000000
fixme:d3d9:IDirect3DDevice9Impl_Reset RESET DEVICE
fixme:d3d_shader:shader_glsl_free FREE SHADER
fixme:d3d:IWineD3DDeviceImpl_Reset BEFORE, hr: 0x00000000
fixme:d3d:IWineD3DDeviceImpl_Reset AFTER, hr: 0x00000000
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
0x7e44abcc (thread 0009), starting debugger...

The last two seem interesting where they don't reach shader_alloc_private()
portion of the code, could this maybe be part of the problem?


On Mon, Jul 21, 2008 at 1:39 PM, H. Verbeet <[EMAIL PROTECTED]> wrote:

> 2008/7/21 Stefan Dösinger <[EMAIL PROTECTED]>:
> > Is the shader backend recreated properly after the reset?
> >
> Just to clarify, in dlls/wined3d/device.c, IWineD3DDeviceImpl_Reset(),
> line 7355 there's a call to shader_alloc_private(). This call is
> supposed to recreate This->shader_priv.
>


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