Comment # 10 on bug 85613 from
(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.


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