In my application I have some shaders which write only depth buffer to use it later for shadowing. Also I have some other shaders which render a fullscreen quad whose depth will not affect all subsequent draw calls, so it's depth values may be thrown away.
Assuming the application runs on modern hardware (produced 5 years ago till now), will I gain any additional performance if I disable color buffer writing (glColorMask(all to GL_FALSE)
) for shadow map shaders, and depth buffer writing (with glDepthMask()
) for fullscreen quad shaders?
In other words, do these functions really disable some memory operations or they just alter some mask bits which are used in fixed bitwise-operations logic in this part of rendering pipeline?
And the same question about testing. If I know beforehand that all fragments will pass depth test, will disabling depth test improve performance?
My FPS measurement don't show any significant difference, but the result may be different on another machine.
Finally, if rendering runs faster with depth/color test/write disabled, how much faster does it run? Wouldn't this performance gain be negated by gl functions call overhead?