http://bugs.winehq.org/show_bug.cgi?id=13860
--- Comment #14 from Alexander Dorofeyev alexd4@inbox.lv 2008-07-16 17:56:19 --- (In reply to comment #13)
I think this is a bit too much for me. I don't really see how all this works by just looking at the code. I'm going to try playing around with the gnu debugger and setting brkpoints on the errors to get a picture of the calling stack.
But that's all I can do for the moment.
Are you sure there is no visual differences and no ddraw and d3d8 visual test failures? The git at my device7_load commit actually appears pretty broken, there are graphics missing in the very first screens (missing textures) (only with EXT_paletted_texture enabled!). I may need to recompile the most recent git, unfortunately it takes ages on that machine.
The bug is more difficult than I thought it is, indeed. Just moving palette copying in idirect3ddevice7_load, which I thought may help, actually doesn't seem to make much difference because palettes seem to be null at that point anyway.