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Why do the SDK samples tear when running on the Graphics and Compute Development on Samsung Chromebook instructions with EGL_BACK_BUFFER enabled?

Followed the instructions to enable the GPU drivers on a Samsung Chromebook (FB) and a bit surprised on how poor most of them appear. They seem to suffer heavily from tearing issues even with EGL_BACK_BUFFER enabled. Is triple buffering actually supported with FrameBuffers on Mali? Running the Mali demos on Imagination hardware doesn't seem to suffer from this which is quite surprising.