one liner patch to stop crash, everquest2.exe

H. Verbeet hverbeet at gmail.com
Thu Jul 17 10:44:49 CDT 2008


2008/7/17 Andrew Fenn <andrewfenn at gmail.com>:
> 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?



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