1page.title=<supports-gl-texture>
2parent.title=The AndroidManifest.xml File
3parent.link=manifest-intro.html
4@jd:body
5
6 <div class="sidebox-wrapper">
7 <div class="sidebox">
8    <img src="{@docRoot}assets/images/icon_play.png" style="float:left;margin:0;padding:0;">
9    <p style="color:#669999;padding-top:1em;">Google Play Filtering</p>
10    <p style="padding-top:1em;">Google Play filters applications according
11    to the texture compression formats that they support, to ensure that
12    they can be installed only on devices that can handle their textures
13    properly. You can use texture compression filtering
14    as a way of targeting specific device types, based on GPU platform.</p>
15
16    <p style="margin-top:1em;">For important information about how
17    Google Play uses <code>&lt;supports-gl-texture&gt;</code> elements as
18    the basis for filtering, please read <a href="#market-texture-filtering">Google
19    Play and texture compression filtering</a>, below.</p>
20</div>
21</div>
22
23<dl class="xml">
24
25<dt>syntax:</dt>
26<dd>
27<pre class="stx">
28&lt;supports-gl-texture
29  android:<a href="#name">name</a>="<em>string</em>" /&gt;
30</pre>
31</dd>
32
33<dt>contained in:</dt>
34<dd><code><a href="{@docRoot}guide/topics/manifest/manifest-element.html">&lt;manifest&gt;</a></code></dd>
35
36<dt>description:</dt>
37<dd itemprop="description">Declares a single GL texture compression format that is supported by
38the application.
39
40<p>An application "supports" a GL texture compression format if it is capable of
41providing texture assets that are compressed in that format, once the
42application is installed on a device. The application can provide the
43compressed assets locally, from inside the <code>.apk</code>, or it can download them
44from a server at runtime.</p>
45
46<p>Each <code>&lt;supports-gl-texture&gt;</code> element declares exactly one
47supported texture compression format, specified as the value of a
48<code>android:name</code> attribute. If your application supports multiple
49texture compression formats, you can declare multiple
50<code>&lt;supports-gl-texture&gt;</code> elements. For example:</p>
51
52<pre>&lt;supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" /&gt;
53&lt;supports-gl-texture android:name="GL_OES_compressed_paletted_texture" /&gt;</pre>
54
55<p>Declared <code>&lt;supports-gl-texture&gt;</code> elements are informational,
56meaning that the Android system itself does not examine the elements at install
57time to ensure matching support on the device. However, other services
58(such as Google Play) or applications can check your application's
59<code>&lt;supports-gl-texture&gt;</code> declarations as part of handling or
60interacting with your application. For this reason, it's very important that
61you declare all of the texture compression formats (from the list below) that
62your application is capable of supporting. </p>
63
64<p>Applications and devices typically declare their supported GL texture
65compression formats using the same set of well-known strings, as listed below.
66The set of format strings may grow over time, as needed, and since the values
67are strings, applications are free to declare other formats as needed.</p>
68
69<p>Assuming that the application is built with SDK Platform Tools r3 or higher,
70filtering based on the <code>&lt;supports-gl-texture></code> element is activated
71for all API levels.</p>
72
73<dt>attributes:</dt>
74
75<dd>
76<dl class="attr">
77
78  <dt><a name="name"></a>{@code android:name}</dt>
79  <dd>Specifies a single GL texture compression format supported by the application,
80  as a descriptor string. Common descriptor values are listed in the table below.
81
82<table>
83<tr>
84<th>Texture Compression Format Descriptor</th>
85<th>Comments</th>
86</tr>
87<tr>
88<td><code>GL_OES_compressed_ETC1_RGB8_texture</code></td>
89<td>Ericsson texture compression. Specified in OpenGL ES 2.0 and available in all
90Android-powered devices that support OpenGL ES 2.0.</td>
91</tr>
92<tr>
93<td><code>GL_OES_compressed_paletted_texture</code></td>
94<td>Generic paletted texture compression.</td>
95</tr>
96<tr>
97<td><code>GL_AMD_compressed_3DC_texture</code></td>
98<td>ATI 3Dc texture compression. </td>
99</tr>
100<tr>
101<td><code>GL_AMD_compressed_ATC_texture</code></td>
102<td>ATI texture compression. Available on devices running Adreno GPU, including
103HTC Nexus One, Droid Incredible, EVO, and others. For widest compatibility,
104devices may also declare a <code>&lt;supports-gl-texture&gt;</code> element with the
105descriptor <code>GL_ATI_texture_compression_atitc</code>. </td>
106</tr>
107<tr>
108<td><code>GL_EXT_texture_compression_latc</code></td>
109<td>Luminance alpha texture compression. </td>
110</tr>
111<tr>
112<td><code>GL_EXT_texture_compression_dxt1</code></td>
113<td>S3 DXT1 texture compression. Supported on devices running Nvidia Tegra2
114platform, including Motorala Xoom, Motorola Atrix, Droid Bionic, and
115others.</td>
116</tr>
117<tr>
118<td><code>GL_EXT_texture_compression_s3tc</code></td>
119<td>S3 texture compression, nonspecific to DXT variant. Supported on devices
120running Nvidia Tegra2 platform, including Motorala Xoom, Motorola Atrix, Droid
121Bionic, and others. If your application requires a specific DXT variant, declare
122that descriptor instead of this one.</td>
123</tr>
124<tr>
125<td><code>GL_IMG_texture_compression_pvrtc</code></td>
126<td>PowerVR texture compression. Available in devices running PowerVR SGX530/540
127GPU, such as Motorola DROID series; Samsung Galaxy S, Nexus S, and Galaxy Tab;
128and others.</td>
129</tr>
130</table>
131
132</dd>
133</dl></dd>
134
135<!-- ##api level indication##
136<dt>introduced in:</dt>
137<dd>API Level </dd>-->
138
139<dt>see also:</dt>
140<dd>
141  <ul>
142    <li><a href="{@docRoot}google/play/filters.html">Filters on Google Play</a></li>
143  </ul>
144</dd>
145
146<h2 id="market-texture-filtering">Google Play and texture compression filtering</h2>
147
148<p>Google Play filters the applications that are visible to users, so that
149users can see and download only those applications that are compatible with
150their devices. One of the ways it filters applications is by texture
151compression compatibility, giving you control over the availability of your
152application to various devices, based on the capabilities of their GPUs.</p>
153
154<p>To determine an application's texture compression compatibility with a given
155user's device, Google Play compares:</p>
156
157<ul>
158<li>Texture compression formats that are supported by the application &mdash;
159an application declares its supported texture compression formats in
160<code>&lt;supports-gl-texture&gt;</code> elements in its manifest <br/>with...</li>
161<li>Texture compression formats that are supported by the GPU on the device &mdash;
162a device reports the formats it supports as read-only system properties.</li>
163</ul>
164
165<p>Each time you upload an application to the Google Play Developer Console,
166Google Play scans the application's manifest file and looks for any
167<code>&lt;supports-gl-texture&gt;</code> elements. It extracts the
168format descriptors from the elements and stores them internally as
169metadata associated with the application <code>.apk</code> and the application
170version. </p>
171
172<p>When a user searches or browses for applications on Google Play,
173the service compares the texture compression formats supported by the application
174with those supported by the user's device. The comparison is based on the format
175descriptor strings and a match must be exact.</p>
176
177<p>If <em>any</em> of an application's supported texture compression formats is
178also supported by the device, Google Play allows the user to see the
179application and potentially download it. Otherwise, if none of the application's
180formats is supported by the device, Google Play filters the application so
181that it is not available for download. </p>
182
183<p>If an application does not declare any <code>&lt;supports-gl-texture&gt;</code> elements,
184Google Play does not apply any filtering based on GL texture compression format.</p>
185
186</dl>
187
188