(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.