Earlier quoted context omitted.
OpenCL is only supported via hacks to install shared libraries into one own's device. Vulkan even if optional until Android 10, it is supported by the SDK since version 7, which is something that OpenCL never had. No serious Android developer would make their life even harder than it already is with the official APIs, by making use of an API that requires device owners to manually install libraries via ADB.
Hmm, is the OpenCL situation really that fringe on android? Eg this OpenCL info app[1] description says "Even though OpenCL™ isn't part of the Android platform, it's available on many recent devices. On Android it's usually used as a back-end for other frameworks like Renderscript. Some manufacturers are providing SDKs for developers to use OpenCL™ on Android. " I addition to the mentioned PowerVR and Intel platforms…
You won't find any reference to OpenCL here,
https://developer.android.com/
So while those SDKs do exist, they aren't for application developers, rather for OEMs themselves.
You as application developer have zero control about what GPUs the customers might be using, there is no way to control it on Android manifests, only to specify what APIs are expected, which again, don't have OpenCL as part of the list.
https://developer.android.com/guide/topics/manifest/manifest...
So if you as application developer want to use said SDKs, it is only for your own device, most likely rooted, don't expect to sell applications on the store using OpenCL.