Yes, that is characteristic of this bug. The internal vertex/texture
coordinates that are being passed along the GPU pipeline become corrupt
(it looks like we overflow a small ring buffer). The only effective
approach I've found so far has been to keep the number of rectangles
inside the GPU pipeline below a magic value - but that is quite tricky
here, and the simplest seems to be the big hammer that I stumbled upon
for UXA. (Stumbled as it was an artifact of the original implementation
and fixes an entirely different GPU bug - an immediate hang.)

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https://bugs.launchpad.net/bugs/1098489

Title:
  [gen4] Corruption in Chrome omni bar results using Intel SNA

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