Composition hardware doesn't have this step (it *is* the scanout hardware)
Again: Vertex shading is less than 1% of GPU time, and we Z-cull to avoid overdraw.
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I'm not talking about vertex shading. I'm talking about fragment shading + copying pixels
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We paint every pixel only once in most cases. Roughly same number of fragments painted as when you cache in a texture.
End of conversation
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