Realistically the only thing that GL ES 3.1 adds that are on our agenda for implementing is GPU texture decoding.
GL ES 3.1 partially brings in GL_ARB_shader_image_load_store(for compute shaders) which we would be using to decode/encode textures on the GPU instead of the CPU.
This would be more advantageous on ARM devices than x86 devices because x86 devices have exceedingly quick texture decoding with SSE and greater optimizations, while ARM uses generic texture decoding without optimizations.
We could potentially use the separate shader objects addition as well...
GL ES 3.1 partially brings in GL_ARB_shader_image_load_store(for compute shaders) which we would be using to decode/encode textures on the GPU instead of the CPU.
This would be more advantageous on ARM devices than x86 devices because x86 devices have exceedingly quick texture decoding with SSE and greater optimizations, while ARM uses generic texture decoding without optimizations.
We could potentially use the separate shader objects addition as well...
