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Shader Performance Characteristics

GPUs execute fragments in lockstep groups, so a divergent branch costs both paths; lowp/mediump precision qualifiers cut ALU and bandwidth cost on mobile GPUs; and overdraw multiplies fragment cost per pixel, which front-to-back opaque ordering and early depth testing mitigate. Texture fetches inside dynamically computed (non-uniform) control flow also lose automatic derivative-based mip selection.

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GPUs execute fragments in lockstep groups, so a divergent branch costs both paths; lowp/mediump precision qualifiers cut ALU and bandwidth cost on mobile GPUs; and overdraw multiplies fragment cost per pixel, which front-to-back opaque ordering and early depth testing mitigate. Texture fetches inside dynamically computed (non-uniform) control flow also lose automatic derivative-based mip selection.

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