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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 Peter,

    Thanks for the response.

    Here are the answers to your questions:

    1. depth texture contents are sensible but contain the tiling artifacts.

    2. 1280x800

    3. 24/8 depth stencil.

    4. texture coordinates were originally mediump. Promoting them to high had no effect.

    We can definitely share a binary, however, as this product isn't released yet, we would need to setup a private share (also, the game is almost 1GB).

    Thanks!

    Stephane

Reply
  • Hi Peter,

    Thanks for the response.

    Here are the answers to your questions:

    1. depth texture contents are sensible but contain the tiling artifacts.

    2. 1280x800

    3. 24/8 depth stencil.

    4. texture coordinates were originally mediump. Promoting them to high had no effect.

    We can definitely share a binary, however, as this product isn't released yet, we would need to setup a private share (also, the game is almost 1GB).

    Thanks!

    Stephane

Children
  • 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

  • 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?