The classic Android GPU pipeline is CPU-driven: glDrawElements per object. In complex scenes, the CPU becomes a bottleneck validating draw calls.
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
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); writes draw parameters to a buffer
While OpenGL ES 3.1 remains a staple for many mobile applications, the industry has shifted its focus. The Khronos Group announced in 2017 that there would be no major new versions of OpenGL ES, favoring the more modern Vulkan API favoring the more modern Vulkan API