It's actually not at all free, even if you're barely using the shading capacity. The issue is that you keep the power-hungry shader units
on, whereas when truly idle their power is cut. Battery life is all about letting hardware turn off entirely.
Also, if you do damage tracking, make sure to report it to the display server so they can avoid doing more expensive work blending several sources together, and in case of certain GPUs and certain scanout modes, also more efficient scanout. Depending on your choice of APIs, that would be something like eglSwapBuffersWithDamage, wl_surface_damage_buffer, and so forth.