Steps to reproduce:
1. Open the attached “LegacyEmpty” project
2. In Project Settings → Player → Other Settings change Scripting Backend to IL2CPP and enable ARM64 Target Architecture
3. Build and install the app on the device
4. Open Graphics Analyzer
5. Open the Device Manager and select “com.DefaultCompany.LegacyEmpty” under Packages when the device is connected
6. Start capture
7. In the toolbar capture a few frames (camera icon) and suspend the application (pause icon)
8. In the Trace Outline tab on the left of the program, enable “Show Only Frames With Features Enabled” and extend all frames and render passes
Expected result: glInvalidateFramebuffer is called at every render pass
Actual result: glInvalidateFramebuffer isn’t called in some render passes
Reproducible with: 2021.3.29f1, 2022.3.6f1, 2023.1.7f1, 2023.2.0b3
Testing environment: macOS Ventura 13.5 (Intel)
Reproducible with devices:
VLNQA00526 - Samsung Galaxy A12 (SM-A125F), CPU: Mediatek MT6765 Helio P35 (12nm), GPU: PowerVR Rogue GE8320, OS: 11
VLNQA00336 - HUAWEI Y6p (MED-LX9N), CPU: MediaTek MT6762R, GPU: PowerVR Rogue GE8320, OS: 10
Nokia TA-1418, GPU: Mali-G57 (by user)
Not reproducible with devices:
VLNQA00498 - Google Pixel 7 (Pixel 7), CPU: Google Tensor G2, GPU: Mali-G710, OS: 13
VLNQA00334 - Xiaomi Mi A3 (Mi A3), CPU: Snapdragon 665 SM6125, GPU: Adreno 610, OS: 11