Hello Mali devs,
We are are observing what appear to be tiling artifacts when sampling a depth texture after it has been rendered as part of a water murk effect. The particular sequence of operations is:
1) Render main scene to depth/color texture.
2) Render water murk (sampling depth rendered in main scene) with depth buffer disabled and frame buffer set to colour only.
3) Resture depth/color framebuffer and render rest of the scene.
It appears this is somehow timing related as the artifacting varies based on camera angle/framerate. I've attached a screenshot showing these artifacts taken on a Mali-T628 device.
Has anyone else observed this? Anything in the sequence of operations described above that may be incompatible with TBDR?
Thanks!
Stephane
Hi Stephane,
Thanks for the answers - one of our ecosystem guys will be in touch to see how we could exchange a reproducer.
One last question - you mention this is timing sensitive - if you do a glFinish after every call to eglSwapBuffers (i.e. serialize frames) does it go away?
Pete