@Raziel
Thanks for the log sample, but based on that profiling period was very short (< 1 second) and there were very few draw calls. I could see 1 Clear and 2 DrawArrays, so almost nothing was renderered during this capture. Also OGLES2 results were not included.
Also calls of TexUpdateSubImage were expensive, average shows 13 ms so that's almost the budget for one frame at 60 FPS (~16 ms).
EDIT: strange, now I see that there are multiple short-lived context creations. Maybe ScummVM is creating the GL context many times. I'm not sure which of the results is relevant, if any.
Does this happen with Grim Fandango demo version? And did you try to remove that suspected frame cap?
Could you also test with Hieronymus?
http://os4depot.net/?function=showfil ... ment/debug/hieronymus.lhaSDL2 settings should not impact OpenGL(ES2) applications, they are for SDL_Renderer subsystem (which has multiple driver backends from software to DirectX to OpenGL to Vulkan etc).