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Depth texture tiling artefacts on T6xx?

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

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  • Hi Stephane,

    Thanks for reporting.

    > Anything in the sequence of operations described above that may be incompatible with TBDR?


    No - what you describe should work fine (TBR should be transparent to the application).


    A couple of initial questions to try and narrow down the area which is causing problems.

    1. If you read back the depth texture are the contents sensible?
    2. What's the resolution of the framebuffer / depth texture?
    3. What depth format are you using in the depth buffer?
    4. What precision are you using for your texture coordinates?

    The fact you see an artifact in the bottom right corner is consistent with a lack of precision in the texture coordinates - so as a first step can you try using highp for the texture coordinate varyings if if you are not already.

    If possible can you post a reproducing test case (Android binaries are fine) - it makes it much easier for us to investigate what issue you are running in to.

    Thanks,
    Pete

Reply
  • Hi Stephane,

    Thanks for reporting.

    > Anything in the sequence of operations described above that may be incompatible with TBDR?


    No - what you describe should work fine (TBR should be transparent to the application).


    A couple of initial questions to try and narrow down the area which is causing problems.

    1. If you read back the depth texture are the contents sensible?
    2. What's the resolution of the framebuffer / depth texture?
    3. What depth format are you using in the depth buffer?
    4. What precision are you using for your texture coordinates?

    The fact you see an artifact in the bottom right corner is consistent with a lack of precision in the texture coordinates - so as a first step can you try using highp for the texture coordinate varyings if if you are not already.

    If possible can you post a reproducing test case (Android binaries are fine) - it makes it much easier for us to investigate what issue you are running in to.

    Thanks,
    Pete

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