I am trying to discover why my single app with two overlapped triangles has 0% HSR Efficiency (counter exposed in PVRTune). Alpha blending is disabled.
The app just clear the screen and draw two 2D triangles on the screen, no-zbuffer. Triangles are rendered on the near place (Z is set to 0 for both of them). Z operations are disabled.
Hardware is a Motorola One with a PowerVR Rogue GE8320. I know this hardware supports HSR because if I try the app linked in this post it works.
As far as I understand after reading all the topics about this, this should work without Z-Buffer, the tag buffer supports this. So I started to made changes to be more similar to the mentioned app.
- Just double checked alpha blending is disabled
- Separated the two triangles in two different batches
- Enable Z-Buffer
- Added different z to each triangle using glPolygonOffset
But no luck, HSR is always at 0%. The .apk for testing can be downloaded at
Can anyone shed some light please?