Opengl Es 31 Android Top <INSTANT ●>

No CPU involvement between frame start and end.

In previous versions, you linked a Vertex Shader and a Fragment Shader into a single "Program." You had to link the whole program even if you only changed the fragment logic. opengl es 31 android top

: Allows the GPU to read drawing parameters from its own memory rather than waiting for instructions from the CPU. This significantly reduces CPU overhead and driver synchronization. Separate Shader Objects No CPU involvement between frame start and end

Note: While setEGLContextClientVersion(3) requests the context, you should verify at runtime that 3.1 is supported (see section 5). opengl es 31 android top