When I setup foveated rendering with non-MSAA texture, it works all fine. I am able to set focal points, in the far enough tiles pixel density going down is noticable.
The problem arises when I try to use MSAA. There are no visible or performance effects of using foveated rendering. The setup process of foveated rendering is the same in both cases.
I use separate frame buffers = texture + render buffer (depth+stencil) for each eye. As GLES implicitly resolves multisample textures, there are no additional textures for multisampling. The only difference is that for MSAA I use render buffer for depth+stencil, while for non-MSAA it is a texture.
Foveated rendering is handled via QCOM_texture_foveated extension.
There is no glFlush that could disable foveated rendering but maybe there's something else I should be aware of?
Or maybe there's an extra step that has to be taken to make foveated rendering work with multisampling?
Stupid me. I used depth type that worked but was not compatible with MSAA + foveated rendering.
When initial implementation of foveated rendering didn't work, I must have tried changing various settings. Went through the code again and caught this one. Foveated rendering + MSAA works now but only if I use QCOM extension. Acceptable enough.
It is good to hear issue is solved now.
thanks
Bob Du