Hi! We're still in the process of deciding how to better apply subpasses to our application. From other vendors we heard that render passes with transparency may disable hidden surface removal optimization, and Mali docs state that
Blending has a significant impact on performance since blending disables many of the important optimizations that remove fragment overdraw, such as early ZS testing and FPK. The negative impact is especially noticeable for user interfaces and 2D games that use multiple layers of sprites.
Can you please elaborate on that, specifically:
No worries, I will lock this thread as the question is being responded to here: https://community.arm.com/support-forums/f/graphics-gaming-and-vr-forum/54421/subpasses-alpha-blending-fpk-early-zs