Enable early-Z optimizations by avoiding discard and gl_FragDepth in shaders.
- Enable early-Z optimizations by avoiding discard and gl_FragDepth in shaders1 cited source1 category
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Why this matters
Early-Z allows early depth testing, significantly reducing fragment shader workload.
Hypothetical standard operating procedure
Adapt this example to your site, access, tools, and change process. It is our suggested procedure, informed by the sources below.
- Audit fragment shaders for discard statements and gl_FragDepth modifications.
- Remove or refactor discarded pixels logic if not essential.
- Avoid alpha-to-coverage settings that delay depth testing.
- Test rendering correctness after changes.
- Measure GPU load changes with profiling tools.
Watch for
Using discard or dynamically modifying depth disables Early-Z, causing GPU slowdowns.
Definition of done
Shaders do not use discard or dynamic gl_FragDepth, enabling Early-Z and improved GPU performance.
Sources & attribution
Original checklist wording and example SOP by Best SEO Checklist, using source-grounded AI assistance. Editorial contact: Ted Kubaitis, @tedkubaitis on Teams. Check current source guidance before implementation.