1.We want to know whether the number of Vertices and Fragments counted here is the number after culling (HiZ, geometry culling, earlyz, fpk...)?

2.We found that the total cost of each shader = Cycles*Fragments or Cycles*Vertices, which parameter is the accurate GPU consumption data?

3.Does the Cycles data come from the estimation of Mali Offline Compiler? Then multiply the number directly to get the total cycles overhead?

4.In general, can we analyze and locate the cost of a specific drawcall by using Fragment Count Statistic in Graphics Analyzer? Is it real GPU overhead data?