https://bugs.winehq.org/show_bug.cgi?id=54701 --- Comment #9 from Stefan Dösinger <stefan(a)codeweavers.com> --- The problem is that WINED3DUSAGE_PRIVATE resources don't get unloaded on wined3d_device_reset() calls because they are not added to the resource list. ddraw can't piggy-pack on this flag to prevent per-resource video memory accounting. After recreating the context, the draw texture still has a GL texture id assigned. wined3d will try to download data from this texture. With core contexts, glBindTexture rejects the bad texture name and glGetTexImage will return data from a different, larger texture, corrupting the heap. I think I'll do away with WINED3D_VIDMEM_ACCOUNTING and replace it with a per-resource flag. I contemplated unloading the draw texture in the reset() callback, but wined3d does not export a per-resource unload function and I don't think it should. -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.