Turned out it was in fact a bug in Unity.  This is what was discovered:

An FBO texture is being corrupted: this texture belongs to the
drag-and-drop full-screen input window [1], a fullscreen window which is
supposed to be transparent, but whose texture is never redrawn after
it's created, including after mode switches, suspend/resume cycles, etc.
Since FBO textures, including the alpha data that normally makes the DND
window transparent, are not preserved after suspend, the garbage texture
data for this window produces the observed corruption upon resume.

And here's the fix for Unity that Jason Smith (from DX) made:

http://bazaar.launchpad.net/~unity-team/unity/trunk/revision/1590

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https://bugs.launchpad.net/bugs/676166

Title:
  Screen corruption when resuming from suspend/hibernate

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