one liner patch to stop crash, everquest2.exe

Andrew Fenn andrewfenn at gmail.com
Mon Jul 21 05:39:56 CDT 2008


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 <hverbeet at gmail.com> wrote:

> 2008/7/21 Andrew Fenn <andrewfenn at gmail.com>:
> > 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.
>
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