https://bugs.winehq.org/show_bug.cgi?id=44871
--- Comment #2 from Matteo Bruni matteo.mystral@gmail.com --- Thank you for the nice bug report and the log. Looking at the log, I realized that I forgot to take stateblocks into consideration, which is something that I'll need to fix somehow (and it's probably going to be pretty annoying, I think I'll have to do lots of extra wined3d calls for each draw :/).
That said, it's not clear (but certainly possible) that the crash is due to that issue. It looks like some kind of heap corruption, or accessing freed / reused memory. Does running the game with warn+heap make any difference?