I don't need the exact number, the percentage would be enough.
For example, if I develop an app with 4.0 min SDK version - how can I assure that the context will be preserved? May it depend on the opengl-es version?
I tried to find information about chips with limited egl context but couldn't find any.
The reason I need to know - I don't want to implement a special cache subsystem which will reload my textures after the app is resumed. I'm ready to drop some devices supporting(if less than 5-7%)
Seems that OpenGL-ES 2.0 and forward all allows multiple EGL contexts. That is what GLSurfaceView.GLThreadManager.checkGLESVersion() method assumes. And if you have multiple context is not necessary terminate EGL when pausing, neither release EGL context when pausing.
Also, from GLSurfaceView.GLThreadManager source code (around line 1908), we have the following comment, just after checkGLESVersion() method:
This check was required for some pre-Android-3.0 hardware.
Android 3.0 provides support for hardware-accelerated views,
therefore multiple EGL contexts are supported on all Android 3.0+ EGL drivers.
See more details at Grepcode GLSurfaceView.GLThreadManager
since API function is level 11 so Honeycomb. its 94.0% of devices according to Android Site
Android Platform versions