I have been trying to get myself refreshed on OpenGL ES. Whilst doing so, I had the following question in mind:
Does OpenGL have any "caching" mechanism?
Let's say we draw a stationary triangle with only 3 vertices on the screen; if there will be no transformation applied to the primitive, will OpenGL ES still go through the vertex and fragment shader, drawing the primitive anew every single frame?
Or, does it have any "caching" mechanism, which is smart enough to know that since there is no transformation, a "caching" buffer will display the primitive on the screen bypassing calculations within vertex and fragment shaders so that unnecessary calculations could be reduced/avoided in hopes to enhance frame rate and performance?