I'm looking into a problem that causes Supreme Commander to segfault (<a href="http://bugs.winehq.org/show_bug.cgi?id=7643">Bug #7643</a>) and I believe I may have run into a problem with IWineD3DSurfaceImpl_LockRect. I believe the problem is a typo in the line:
<br><blockquote style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;" class="gmail_quote">This->resource.allocatedMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size
+ 4);</blockquote><div><br>I think that the allocated memory should be the size of the resource multiplied by 4 (instead of adding 4). With the current allocation, for some textures, the operation to calculate the pBits location returns a memory address that is past the end of the allocated memory. So, after this operation:
<br><blockquote style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;" class="gmail_quote">pLockedRect->pBits = This->resource.allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel)
<br></blockquote>the value of pLockedRect->pBits is greater than "This->resource.allocatedMemory + This->resource.size + 4".</div><br>I've dug around a bit to see if This->resource.size was just allocated incorrectly but that does not appear the case. So, if someone could confirm or deny that this is a typo problem then I'd really appreciate it.
<br><br>Erich Hoover<br><a href="mailto:ehoover@mines.edu">ehoover@mines.edu</a><br>