I don't care what the purpose of EXT_discard_framebuffer was; my point is that you can achieve the same functionality a better way. A way that allows you to do more than just avoiding unnecessary copies on tile-based renderers, while doing squat on non-TBRs.The main purpose of the EXT_discard_framebuffer extension is to avoid unnecessary data copies on tile based renderers, especially writing out depth, stencil, or multisample data to external memory when these buffers will be cleared at the beginning of the next frame anyway.
Images you frequently upload to can be invalidated, for example. You shouldn't have to stick them in an FBO just to do that.
Really? How much product does PowerVR sell on desktops these days?Tile based renderers are not limited to OpenGL ES.



