Opengl Es 3.1 Android Jun 2026

#version 310 es layout(local_size_x = 16, local_size_y = 16) in; layout(rgba8, binding = 0) uniform highp readonly image2D u_inputImage; layout(rgba8, binding = 1) uniform highp writeonly image2D u_outputImage;

Use OpenGL ES 3.1 if you need broad compatibility (mid-range Android phones) and faster prototyping. Use Vulkan if you are targeting flagship devices and need absolute maximum FPS with multi-threaded command recording. opengl es 3.1 android

If there is one reason to target OpenGL ES 3.1 in your Android application, it is the introduction of . #version 310 es layout(local_size_x = 16, local_size_y =

: This is the headline feature. Developers can now offload highly parallel general-purpose workloads directly to the GPU. Enhanced Memory Control #version 310 es layout(local_size_x = 16