My image processing app behaves really strange on devices with an A7 chip (iPhone 5s and iPad Mini 2 tested) after the update to iOS 10:
Rendering takes extremely long and produces broken results. Instruments reveals that some of the
As it turns out I was only partially assigning
gl_FragColor in some of my shaders (e.g.,
gl_FragColor.rg = vec2(1.0, 0.0);), which caused the erroneous behavior in iOS 10. Possibly only in combination with a
GL_HALF_FLOAT_OES-typed render target, though.
When I always assign the full vector (even though the other parts are unused…), it works like a charm.