http://bugs.winehq.org/show_bug.cgi?id=10758
--- Comment #2 from Stefan Dösinger stefandoesinger@gmx.at 2007-12-12 19:22:39 --- No, the fix is not correct, you should not return the auto depth stencil buffer when the function is supposed to return the currently set depth stencil buffer.
It would be interesting to see what happens with the depth stencil that is returned(0x138360 in your crash log), and it's d3d9 parent. What might go on here is that the current depth stencil buffer surface is destroyed(thus the memory is freed), then the app calls GetDepthStencil and WineD3D attempts to AddRef the destroyed surface and segfaults because the memory isn't valid any longer.
If this is true, then it will need some test to see what is supposed to happen and then fixed. I suspect that releasing the current depth stencil to ref 0 either sets the depth stencil to NULL, or delays destroying it until it is unset.