OpenGL ES 3.1 is a major milestone in Android graphics, introducing desktop-class features like compute shaders to mobile devices. Supported since Android 5.0 (Lollipop), it bridges the gap between mobile and desktop graphics by allowing GPUs to handle general computing tasks alongside standard 3D rendering. Core Features of OpenGL ES 3.1
Indirect Drawing flips the script. A compute shader performs frustum/occlusion culling on the GPU, writes draw parameters to a buffer, and then executes glDrawElementsIndirect. opengl es 31 android top
Getting Started with OpenGL ES 3.1 on Android OpenGL ES 3
Independent Shader Stages: Developers can "mix and match" vertex and fragment programs without a strict linking step, increasing flexibility and productivity. Create an EGLContext with an ES 3
// Define the workgroup size layout(local_size_x = 128) in;
OpenGL ES 3.1 extends ES 3.0 with features that make GPU compute and more advanced graphics techniques possible on mobile devices: