Hi,
We use two pass rendering in our game. In the first pass we just write depth to depth buffer, and in the second pass, we use a "equal" depth-test to get correct z-order. Before iOS12, it works perfectly. But on iOS12, it starts to flickers.
Seems like that the output vertex positions in the first pass is not completely equal to those in the second pass, so that the "equal" depth-test fails randomly. We tried to set fastMathEnabled=false in the MTLCompileOption, then the rendering is correct.
But disable fast-math will impact the performance a lot. We are wondering if there is a better solution.
Thanks.