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| Home > Analyzing your capture > Analyzing overdraw | ||||
Overdraw occurs in graphics applications where scenes are built using multiple layers of objects that overlap, and are rendered in a back-to-front order. High levels of overdraw can cause poor performance on some devices, where pixels are unnecessarily shaded multiple times. Graphics Analyzer shows the level of overdraw in a scene, to help you diagnose rendering order issues, and find opportunities to optimize performance.
When Graphics Analyzer captures a frame with overdraw mode enabled, the fragment shader in the target application is replaced with an almost transparent white fragment shader. Each time a pixel is rendered to the framebuffer, the alpha value is increased using an additive blend. Therefore, as more overdraw happens in an area, the whiter the final image appears.
Use overdraw mode to check that opaque objects are being rendered in a front-to-back order. This order enables Arm® Mali™ GPUs to use early ZS testing to disable fragment shading for objects that are hidden by objects that are closer to the camera, or by stencil masks.
If the scene uses transparency, some level of overdraw is expected, as objects must be rendered back-to-front. Use transparency carefully in mobile applications, as the performance cost of shading multiple layers can be significant.
When you have identified an area in the scene with high overdraw, refer to the following topics to get advice on how to reduce it.