http://bugs.winehq.org/show_bug.cgi?id=19659
--- Comment #23 from Colin Wetherbee cww@denterprises.org 2010-01-07 22:33:13 --- (In reply to comment #22)
In a few of the logfiles you have to watch out: The game seems multithreaded, so there are a few more d3d log entries after the actual crash. I think a +d3d,+tid log might be useful.
Are there any tricks to getting this to work well with a multi-threaded app?
Also, yes, EQ2 uses a ton of threads.
Can anyone try to set the DOUBLEBUFFER buffer flag in buffer_init() in buffer.c? This is a hack that gets crysis working again - it might give hints for this bug.
Also please make some +d3d,+tid log. It is possible that the issues are caused by the app calling Unmap() from a different thread than map().
Sure, I'll see what I can do. I'm grabbing the latest git source right now.