http://bugs.winehq.org/show_bug.cgi?id=32526
--- Comment #4 from Rico kgbricola@web.de 2012-12-23 14:28:59 CST --- Created attachment 42918 --> http://bugs.winehq.org/attachment.cgi?id=42918 Possible hack to workarround the problem.
The app seems to pass an empty byte code as shader into D3DXGetShaderConstantTable(). Thus it's not D3DSIO_END and will read through the whole address space which will more or less crash sooner or later if no D3DSIO_END is hit by luck.
There are two issues: - Tests show that D3DXFindShaderComment() (which is used by D3DXGetShaderConstantTable()) returns 0x88760b59 if it gets an empty byte code. - D3DXGetShaderConstantTable() returns D3D_OK aclearednd table = NULL
Please try the attached patch (on clean git).