Top ((hot)) — Opengl Es 31 Android
You can't optimize what you can't measure. While Android Studio's GPU Profiler is good, for OpenGL ES 3.1, you need more:
To run OpenGL ES 3.1, an Android device typically needs to be running . From a hardware perspective, this was ushered in by the "Android Extension Pack" (AEP), which guaranteed support for: Tessellation shaders (for high-detail terrain). Geometry shaders. opengl es 31 android top
int fragmentShader = GLES30.glCreateShader(GLES30.GL_FRAGMENT_SHADER); String fragmentShaderCode = "void main() gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); "; GLES30.glShaderSource(fragmentShader, fragmentShaderCode); GLES30.glCompileShader(fragmentShader); You can't optimize what you can't measure
Not all ES 3.1 implementations are equal. Here are the as of 2025, based on GPU drivers, sustained performance, and ES 3.1 extension support: for OpenGL ES 3.1
All shaders must start with: