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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - still getting segfault with vdpau and r600g on Radeon 3850HD - have sample video"
href="https://bugs.freedesktop.org/show_bug.cgi?id=85613#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - still getting segfault with vdpau and r600g on Radeon 3850HD - have sample video"
href="https://bugs.freedesktop.org/show_bug.cgi?id=85613">bug 85613</a>
from <span class="vcard"><a class="email" href="mailto:deathsimple@vodafone.de" title="Christian König <deathsimple@vodafone.de>"> <span class="fn">Christian König</span></a>
</span></b>
<pre>(In reply to Andreas Boll from <a href="show_bug.cgi?id=85613#c8">comment #8</a>)
<span class="quote">> It seems Arthur is using shader-based decoding instead of UVD based
> decoding, which is less tested nowadays.</span >
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.</pre>
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