Wonder if this release has the newest video drivers released by Qualcomm back on Jan 24th.
Release notes from this driver update:
•Add support for GL_EXT_multisampled_render_to_texture extension.
•Fix incorrect output with glReadPixels() on an FBO with a texture attachment which is a cubemap face.
•Fix incorrect lighting in the UBOTest example from the Adreno SDK. This fix addresses problems with scalar operations on UBOs.
•Performance enhancements for rasterizer discard.
•Performance enhancements for transform feedback.
•Fix issue with graphics driver being unable to find and load Adreno Profiler libraries.
•Cleaner handling for internal compiler error cases for UBOs.
•Faster rsGetElementAt() and rsSample() runtime performance for programs that access many Allocation objects.
•Improved stability when compiling complex RenderScript code.
•Allow a count of zero in calls to glDrawBuffers() as per spec.
•Fix errors in calculation of 2D texture array slice sizes for NPOT textures.
•Generate GL_INVALID_VALUE from glTexStorage2D() and glTexStorage3D() when width, height, or depth exceed supported size.
•Fix behavior of glGetFramebufferAttachmentParameteriv() to properly return GL_FRAMEBUFFER_DEFAULT for the default framebuffer instead of returning GL_NONE. (See OpenGLŪ ES Version 3.0 spec §6.1.13.)
•Change glCopyTexImage2D() to prohibit SNORM as a destination format, as per Table 3.15 of the OpenGLŪ ES Version 3.0 spec.
•Relaxed restrictions on the width and height parameters of glCompressedTexSubImage2D() to allow updates of 1x1 and 2x2 miplevels for ETC2/EAC formats. The incoming data buffer must still have its width and height padded to four, as required by ETC2/EAC, but the width and height parameters to the function call may reflect the actual texture dimensions.
•Fix a potential double-free of memory inside glLinkProgram().
•Fix reported value of gl_MaxVertexTextureImageUnits for GLES 3.0 hardware.
•Add support for the following built-in constants in GLSL 3.0:
•Fix transposition of u and v coordinates in GLSL textureOffset() and texelFetch() functions.
•Fix loss of w coordinate in GLSL textureOffset() and texelFetch() functions.
•Fix GLSL matrix constructor to accept an array of matrices.