OpenGL ES 1.0 and 1.1-this API specification are supported by Android 1.0 and higher. Fixed pipelines.
OpenGL ES 2.0-this API specification is supported to Android 2.2 (API level 8) and higher.
The corresponding GLSL 1.10 fully supports shader programming.
OpenGL 2.0 (2004)
addition |
promoted | from
Shader objects |
Arb_shader_objects, heavily modified |
Shader Programs |
Arb_vertex_shader, Arb_fragment_shader, heavily modified |
Shading Language 1.10 |
ARB_SHADING_LANGUAGE_100, heavily modified |
Multiple Render targets |
Arb_draw_buffers |
Non-power-of-two Textures |
Arb_texture_non_power_of_two |
Point Sprites |
Arb_point_sprite |
Separate stencil |
Ati_separate_stencil, Ext_stencil_two_side |
OpenGL ES 3.0-this API specification is supported by Android 4.3 (API level) and higher. Learn from the OGL 3.2 3.3 ogl4.0-4.3 has shader Mode 4.0-5.0 function.
The OpenGL ES 3.0 Specification[ten] was publicly released in August. [One] OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual Featu Res to applications. opengl 4.3 provides full compatibility with OpenGL ES 3.0.
New functionality in the OpenGL ES 3.0 specification includes:
- Multiple enhancements to the rendering pipeline-enable acceleration of advanced visual effects including:occlusion que Ries, transform feedback, instanced rendering and support for four or more rendering targets,
- High quality ETC2/EAC texture compression as a standard feature, eliminating the need for a different set of textures fo R each platform,
- A new version of the GLSL ES Shading Language [a] with full support forintegers and 32-bit floating point operations;< /c0>
- Greatly enhanced texturing functionality including guaranteed support for floating point textures, 3D textures, depth text Ures, vertex textures, npot textures, r/rg textures, immutable textures, 2D array textures, swizzles, LOD and MIP level CL Amps, seamless cube maps and sampler objects,
- An extensive set of required, explicitly sized texture and render-buffer formats, reducing implementation variability and Making it much easier to write portable applications.
OpenGL ES 3.1-this API specification is supported by Android 5.0 (API level) and higher.Corresponds to OGL 4.4 Shader Mode 5.0 function
Caution:support of the OpenGL ES 3.0 API on a device requires an implementation of this graphics pipeline provided by the Device manufacturer. A device running Android 4.3 or higher may not be the support for the OpenGL ES 3.0 API. For information on checking "What version of OpenGL ES are supported at run time" see Checking OpenGL es version.
The OpenGL ES 3.1 specification[] was publicly released in March 2014. New functionality in OpenGL ES 3.1 includes:[+]
- Compute Shaders
- Independent vertex and fragment shaders
- Indirect Draw Commands
OpenGL ES 3.1 is backward compatible with OpenGL ES 2.0 and 3.0, thus enabling applications to incrementally incorporate n EW features.
OpenGL ES 3.2 [edit] should correspond to OGL 4.5 Shader Mode 5.0 function
OpenGL ES 3.2 works on the same hardware as OpenGL 3.1. It incorporates Android Extension Pack (AEP) into it: "OpenGL ES 3.2 boasts a small number of improvements on last year ' S OpenGL ES 3.1. Both make use of similar features from the AEP. From the AEP, OpenGL ES 3.2 compliant hardware would support tessellation for additional geometry detail, new geometry shad ERS, ASTC texture compression for a smaller memory bandwidth footprint, floating point render targets for high accuracy Co Mpute processes, and new debugging features for developers. These high-end features is already found in the group's full OpenGL 4 specification. "[3]
Supported by:
- Nvidia GeForce Series (Fermi) and newer (Windows, Linux)[PNS]
OpenGL SC 2.0 (planned) and Vulkan/spir would converge in a "New Generation API for safety certifiable Graphics and Co Mpute ". [3]
The OpenGL ES 3.2 specification[] was publicly released in August 2015. New capabilities in OpenGL ES 3.2 include:
- Geometry and tessellation shaders to efficiently process complex scenes on the GPU .
- Floating point render targets for increased flexibility in higher precision compute operations.
- ASTC compression to reduce the memory footprint and bandwidth used to process textures.
- Enhanced blending for sophisticated compositing and handling of multiple color attachments.
- Advanced texture targets such as texture buffers, multisample 2D array and cube map arrays.
- Debug and robustness features for easier code development and secure execution.
See more: Https://en.wikipedia.org/wiki/OpenGL_ES
OPENGL es version and OGL and Android relationships