Android exception in Texture2D.OpenGL.cs

Can someone please help me with this exception? This has been the most prevalent exception that my users are reporting. Unfortunately I cannot see my own functions on the stack, so I am not sure when exactly this exception is being thrown, but the stack trace clearly points to here:
Texture2D.OpenGL.cs

at Microsoft.Xna.Framework.Graphics.GraphicsExtensions.GetGLFormat (Microsoft.Xna.Framework.Graphics.SurfaceFormat format, Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice, OpenTK.Graphics.ES20.PixelInternalFormat& glInternalFormat, OpenTK.Graphics.ES20.PixelFormat& glFormat, OpenTK.Graphics.ES20.PixelType& glType) [0x00016] in <b7e9ca9b854342788f9c3f1fe6a85940>:0
at Microsoft.Xna.Framework.Graphics.Texture2D+<>c__DisplayClass4.<PlatformConstruct>b__3 () [0x00022] in <b7e9ca9b854342788f9c3f1fe6a85940>:0
at Microsoft.Xna.Framework.Threading+<>c__DisplayClass1.<BlockOnUIThread>b__0 () [0x00019] in <b7e9ca9b854342788f9c3f1fe6a85940>:0
at Microsoft.Xna.Framework.Threading.Run () [0x0002a] in <b7e9ca9b854342788f9c3f1fe6a85940>:0
at Microsoft.Xna.Framework.AndroidGameWindow.OnUpdateFrame (System.Object sender, OpenTK.FrameEventArgs frameEventArgs) [0x0001d] in <b7e9ca9b854342788f9c3f1fe6a85940>:0
at OpenTK.GameViewBase.OnUpdateFrame (OpenTK.FrameEventArgs e) [0x00008] in <6433d329f6e64906a106a236da189b21>:0
at OpenTK.Platform.Android.AndroidGameView.UpdateFrameInternal (OpenTK.FrameEventArgs e) [0x00009] in <6433d329f6e64906a106a236da189b21>:0
at OpenTK.Platform.Android.AndroidGameView.RunIteration (System.Threading.CancellationToken token) [0x00073] in <6433d329f6e64906a106a236da189b21>:0
at OpenTK.Platform.Android.AndroidGameView+<>c__DisplayClass59_0.<StartThread>b__1 (System.Object _) [0x00000] in <6433d329f6e64906a106a236da189b21>:0
at Android.App.SyncContext+<>c__DisplayClass3_0.<Send>b__0 () [0x00000] in <9ec3ae1a7f2047bb998fba5653773f44>:0
at Java.Lang.Thread+RunnableImplementor.Run () [0x00008] in <9ec3ae1a7f2047bb998fba5653773f44>:0
at Java.Lang.IRunnableInvoker.n_Run (System.IntPtr jnienv, System.IntPtr native__this) [0x00008] in <9ec3ae1a7f2047bb998fba5653773f44>:0
at (wrapper dynamic-method) System.Object:85f6d720-a3f9-4cce-99a3-9c9d69d27195 (intptr,intptr)    at mono.java.lang.RunnableImplementor.n_run (Native Method)   at mono.java.lang.RunnableImplementor.run (RunnableImplementor.java:30)   at android.os.Handler.handleCallback (Handler.java:739)   at android.os.Handler.dispatchMessage (Handler.java:95)   at android.os.Looper.loop (Looper.java:145)   at android.app.ActivityThread.main (ActivityThread.java:5942)   at java.lang.reflect.Method.invoke (Native Method)   at java.lang.reflect.Method.invoke (Method.java:372)   at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:1400)   at com.android.internal.os.ZygoteInit.main (ZygoteInit.java:1195)

What should I do to my code to sanitize it? Do I have to wrap all Content.Load() calls into a try/catch? And how should I handle the above exception should it occur?

What exception are you getting? InvalidEnum? What MG version are you using?

The develop branch of MG no longer uses OpenTK. It needs some time to stabilize probably, but things will be better.

The exception was Object reference not set to an instance of an object. Google play console reports it just as android.runtime.JavaProxyThrowable though. I use Monogame 3.6 - issues reported on different Android versions.

Main question: how do I sanitize my code against these errors?
What can I do in a situation when the stack trace does not contain my code at all (apparently this exception is thrown in its own thread)?
When is 3.7 gonna be released? It has been overdue for many months now.

kurt are you creating textures on a background thread? If so that will be why you don’t see any of your code. We have to call back onto the UI thread to create texture.

My gut says you are trying to use a texture format that is not supported maybe.