Here's my uneducated idea about what's happening, it's calling the USER_SetWindowPos() in /user32/winpos.c to an x and y of 0 which goes off to SendMessageW.
SendMessageW calls send_message which in turn calls call_window_proc. At this point something resets because SendMessageW should log both a "1" and "2\n" which I added to be printed out but as you can see below it only prints out a "1" and then goes on to IWineD3DDeviceImpl_Reset after hitting call_window_proc.. fixme:msg:SendMessageW 1sendmsg1 fixme:msg:send_message sendmsg2 fixme:msg:send_message sendmsg3 fixme:d3d:IWineD3DDeviceImpl_Reset HELLO, hr: 0x00000000 fixme:d3d_shader:shader_glsl_free FREE SHADER wine: Unhandled page fault on read access to 0x00000008 at address 0x7e452e5c (thread 0009), starting debugger... Unhandled exception: page fault on read access to 0x00000008 in 32-bit code (0x7e452e5c). Does any of that make any sense? On Mon, Jul 21, 2008 at 2:58 PM, H. Verbeet <[EMAIL PROTECTED]> wrote: > 2008/7/21 Andrew Fenn <[EMAIL PROTECTED]>: > > 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? > > > That's probably the reason, yes. I don't see how Reset can return > before calling shader_alloc_private() though. >