According to
https://developer.android.com/about/dashboards/index.html
[table]
[tr]
[td]OpenGL ES Version[/td][td]Distribution[/td]
[/tr]
[tr]
[td]2.0[/td][td]53.2%[/td]
[/tr]
[tr]
[td]3.0[/td][td]39.7%[/td]
[/tr]
[tr]
[td]3.1[/td][td]7.1%[/td]
[/tr]
[/table]
and Opengl ES 3+ Includes EXT_sRGB, that is for texture encoding. Casey's solution (different asset pack) seems a good one. But you could hope that programmed obsolescence will do the work and support only OGLES3+ :P
Regarding framebuffer, in libLepre I check if it's available and if not I do the conversion manually, but it seems that it could be better to always do it manually, because driver ones are too much different and unpredictable.