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
Interestingly, similar artefacts are also visible in the rock above, especially at around (1152,144) and thereabouts. The effect is most visible for pixels to the right of the x=1024 line, but happens at other places too - (863,272) is a good example. This suggests to me that it's not the water that's the problem. Are you applying a resolve shader or other effect to the screen as a whole?