https://bugs.freedesktop.org/show_bug.cgi?id=85613
--- Comment #10 from Christian König deathsimple@vodafone.de --- (In reply to Andreas Boll from comment #8)
It seems Arthur is using shader-based decoding instead of UVD based decoding, which is less tested nowadays.
Correct, and the problem is well known. It's just that the shader based decoding has a race condition when destroying surfaces.
If the surfaces are destroy before the decoder it works fine (like mplayer/mpv does it), but if the surfaces are destroyed after the decoder is destroyed you run into this crash.