One of the most common states of GL to update is the depth test. For normal rendering (the rendering of objects in a scene) depth is usually turned on to limit overdraw, keeping the object at each pixel which is closest to the camera as what is finally rendered. However, this test becomes less important when rendering a quad which covers the full view, such as what occurs for the Depth of Field effect, view interlacing effect, and view sharpening effect. These functions explicitly disable this test due to potential FBO management issues, meaning two things for your pipeline. The first being if you want the depth to be turned on after calling one of the rendering functions from the Leia Native SDK, it will be necessary for you to enable it from your pipeline. The second is, because the depth test will be disabled during the rendering of the depth of field, view sharpening, and view interlacing passes, having the depth attached becomes useless. Since it will not be used, taking the time to prepare the depth target for the framebuffer uses resources from the CPU unnecessarily.