2.6.6. Volume of data processed

The volume of data that the Mali GPU processes is an important efficiency consideration. In general, aim to minimize the amount of data processed by observing the following recommendations:

Only draw geometry that is visible

Avoid defining geometry that is not visible in the current frame. You can achieve this by using clipping or frustum culling in your application.

Use textures efficiently

See recommendations in Textures.

Sort your geometry according to depth

Maximize the effectiveness of the Mali-200 and Mali-400 GPU early-Z rejection feature, by sorting the geometry in an approximate front-to-back order. Sorting your draw calls according to depth is usually sufficient.

Note

  • In general, try to avoid defining geometry that is not visible in the current frame. You can achieve this by using clipping or frustum culling in your application.

  • Be aware however that extensive analysis to determine which features are visible might take more time than rendering the invisible geometry. Concentrate on coarse-grain culling and let the GPU do fine-grain culling.

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