unoptimized msaa resolve

I'm getting this message in Instruments. Does anyone know what that means?

This is the code I'm using:

- (void)drawViewVSync:(id)sender
{
    if (m_initialized)
    {
        if (m_multiSampling)
            glBindFramebuffer(GL_FRAMEBUFFER, m_msaaFramebuffer);
        else
            glBindFramebuffer(GL_FRAMEBUFFER, m_viewFramebuffer);
           
        m_pGame->Render();
       
        if (m_multiSampling)
        {
            glBindFramebuffer(GL_READ_FRAMEBUFFER_APPLE, m_msaaFramebuffer);
            glBindFramebuffer(GL_DRAW_FRAMEBUFFER_APPLE, m_viewFramebuffer);
            glResolveMultisampleFramebufferAPPLE();
            const GLenum attachments[] = {GL_DEPTH_ATTACHMENT, GL_COLOR_ATTACHMENT0};
            glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 2, attachments);
        }
        else
        {
            const GLenum discards[]  = {GL_DEPTH_ATTACHMENT};
            glDiscardFramebufferEXT(GL_FRAMEBUFFER,1,discards);      
        }
        glBindRenderbuffer(GL_RENDERBUFFER, m_viewRenderbuffer);
        [m_context presentRenderbuffer:GL_RENDERBUFFER];
    }
}

I am seeing it too in OpenGL ES Analyzer for my app.

However: look at 'Total Occurances' column: it is '2' for me.


The fact that it only happened twice leads me to conclude it is caused by the OS, not by the app.

My app resolves each frame, yet only two occurrances?

It is probably the splash screen / launch screen that iOS throws up when starting your app.


If it happens every frame for you, you may want to revisit your code.


Bram

Ok, I'll have a look. Thanks for the answer 😉

unoptimized msaa resolve
 
 
Q