one liner patch to stop crash, everquest2.exe

Andrew Fenn andrewfenn at gmail.com
Sun Jul 20 22:56:19 CDT 2008


I'm not sure how to investigate this properly is there a way to get a back
trace every time it hits that function?

On Thu, Jul 17, 2008 at 10:44 PM, H. Verbeet <hverbeet at gmail.com> wrote:

> 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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