While the OpenGL database stores the OpenGL enums for compressed formats for a report, the OpenGL ES database generates unique IDs when inserting new formats and puts these behind a device report.
The enum approach is much better, the current approach causes problems for unknown formats that aren't present in the android app and has them inserted again with new unique IDs resulting in duplicate entries.
While the OpenGL database stores the OpenGL enums for compressed formats for a report, the OpenGL ES database generates unique IDs when inserting new formats and puts these behind a device report.
The enum approach is much better, the current approach causes problems for unknown formats that aren't present in the android app and has them inserted again with new unique IDs resulting in duplicate entries.