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Port from Mali-400 to Mali T604

Note: This was originally posted on 17th December 2012 at http://forums.arm.com

Hello,

We are porting a game from a Mali 400 platform to a Mali T604 platform and we have some problems.

To be brief when we display 3D objects we only have a blackscreen (our 2D objects are visible). According to the vendor of the platform (which is also making the drivers) this is because we do not fill the alpha value of the color buffer (but this is obviously not the case on Mali 400). The driver team is investigating on their side because it could be something wrong in the driver (they also do the driver for the Mali 400) but I would like to get some thought from someone else on what can be so different on a MaliT604 and so what we have maybe missed...
Here are some things we have already tried without success:
- We use glError() function almost everywhere in our code and we do not have any error.
- Our shaders (vertex, fragment and linked prog) are ok and compil without error (online or offline with the arm tool).
- We have filled the alpha buffer at the start of the frame to 1.0 just to be sure.
- We have done some tests with the glColorMask() function.
- We have returned 1.0 for the alpha value in all fragment shaders.

Maybe the alpha thing is not really the problem and maybe we have something wrong elsewhere, but what... We need some ideas to help us!!!

Maybe the T604 do not accept something that the 400 accept more smoothly...

Thank you for your help!
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  • Note: This was originally posted on 19th December 2012 at http://forums.arm.com

    Hello,

    First thank you very much for your quick answer.

    We have found the issue, in fact the previous drivers given by the vendor was doing the clear (including the z buffer) itself when swapping the buffers, so we have just add a clear command for the Z-buffer and everything was ok... Quite simple finally...

    BUT, your tips about the medium/high precision was very usefull as once we had something displayed we got many bugs with lighting computing in pixel shaders because of this. Thanks to your answer we fixed this very fast!

    Thank you very much.

    Regards,


Reply
  • Note: This was originally posted on 19th December 2012 at http://forums.arm.com

    Hello,

    First thank you very much for your quick answer.

    We have found the issue, in fact the previous drivers given by the vendor was doing the clear (including the z buffer) itself when swapping the buffers, so we have just add a clear command for the Z-buffer and everything was ok... Quite simple finally...

    BUT, your tips about the medium/high precision was very usefull as once we had something displayed we got many bugs with lighting computing in pixel shaders because of this. Thanks to your answer we fixed this very fast!

    Thank you very much.

    Regards,


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