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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

Parents
  • Hi Sean and Peter,

    Thank you both for your answers!

    Peter, I was misled to believe it was timing sensitive due to the artifacts depending on the on screen animation.

    Sean, interesting observation on x=1024. It does appear that the artifact consistently appears beyond this boundary. If I push the render buffer size to full native resolution of 2560x1600, then the artifact occurs at x=2048 and at double the density (8x8 tiles). At higher resolution the artifacts outside the water become much more apparent and do occur below 2048 (as you pointed out, good eye!). We do indeed perform multiple resolve stages for post processing including pixel based fog, depth of field, glares and distortion passes. The depth of field pass was sampling from and rendering to the same render target which seems to be what was introducing the corruption. Copying the texture to another and using the copy as DOF input has resolved the issue.

    Interesting that this issue was limited to the MALI family of GPUs, however it makes sense as this could be tightly related to the internal GL memory management, etc.

    Thank you all for your input, much appreciated!

    Best,

    Stephane

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  • Hi Sean and Peter,

    Thank you both for your answers!

    Peter, I was misled to believe it was timing sensitive due to the artifacts depending on the on screen animation.

    Sean, interesting observation on x=1024. It does appear that the artifact consistently appears beyond this boundary. If I push the render buffer size to full native resolution of 2560x1600, then the artifact occurs at x=2048 and at double the density (8x8 tiles). At higher resolution the artifacts outside the water become much more apparent and do occur below 2048 (as you pointed out, good eye!). We do indeed perform multiple resolve stages for post processing including pixel based fog, depth of field, glares and distortion passes. The depth of field pass was sampling from and rendering to the same render target which seems to be what was introducing the corruption. Copying the texture to another and using the copy as DOF input has resolved the issue.

    Interesting that this issue was limited to the MALI family of GPUs, however it makes sense as this could be tightly related to the internal GL memory management, etc.

    Thank you all for your input, much appreciated!

    Best,

    Stephane

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