pub struct SupportsGlTexture {
    pub name: Option<SupportsGlTextureName>,
}
Expand description

Declares a single GL texture compression format that the app supports.

An application “supports” a GL texture compression format if it is capable of providing texture assets that are compressed in that format, once the application is installed on a device. The application can provide the compressed assets locally, from inside the .apk, or it can download them from a server at runtime.

Each <supports-gl-texture> element declares exactly one supported texture compression format, specified as the value of a android:name attribute. If your application supports multiple texture compression formats, you can declare multiple <supports-gl-texture> elements.

XML Example

<supports-gl-texture
    android:name="GL_OES_compressed_ETC1_RGB8_texture" />
<supports-gl-texture
    android:name="GL_OES_compressed_paletted_texture" />

Declared elements are informational, meaning that the Android system itself does not examine the elements at install time to ensure matching support on the device. However, other services (such as Google Play) or applications can check your application’s declarations as part of handling or interacting with your application. For this reason, it’s very important that you declare all of the texture compression formats (from the list below) that your application is capable of supporting.

Applications and devices typically declare their supported GL texture compression formats using the same set of well-known strings, as listed below. The set of format strings may grow over time, as needed, and since the values are strings, applications are free to declare other formats as needed.

Assuming that the application is built with SDK Platform Tools r3 or higher, filtering based on the <supports-gl-texture> element is activated for all API levels.

Note

Google Play filters applications according to the texture compression formats that they support, to ensure that they can be installed only on devices that can handle their textures properly. You can use texture compression filtering as a way of targeting specific device types, based on GPU platform.

For important information about how Google Play uses <supports-gl-texture> elements as the basis for filtering, read Google Play and texture compression filtering, below.

XML Syntax

<supports-gl-texture
  android:name="string" />

Contained in

Fields

name: Option<SupportsGlTextureName>

Specifies a single GL texture compression format supported by the application, as a descriptor string. Common descriptor values are listed in the table below. GL_OES_compressed_ETC1_RGB8_texture Ericsson texture compression. Specified in OpenGL ES 2.0 and available in all Android-powered devices that support OpenGL ES 2.0. GL_OES_compressed_paletted_texture Generic paletted texture compression. GL_AMD_compressed_3DC_texture ATI 3Dc texture compression. GL_AMD_compressed_ATC_texture ATI texture compression. Available on devices running Adreno GPU, including HTC Nexus One, Droid Incredible, EVO, and others. For widest compatibility, devices may also declare a element with the descriptor GL_ATI_texture_compression_atitc. GL_EXT_texture_compression_latc Luminance alpha texture compression. GL_EXT_texture_compression_dxt1 S3 DXT1 texture compression. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others. GL_EXT_texture_compression_s3tc S3 texture compression, nonspecific to DXT variant. Supported on devices running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and others. If your application requires a specific DXT variant, declare that descriptor instead of this one. GL_IMG_texture_compression_pvrtc PowerVR texture compression. Available in devices running PowerVR SGX530/540 GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab; and others.

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