Basically, what is needed to perform multisampled deferred shading.
To expand a bit: I’m not actually all that interested in Deferred shading per se, but what is of key importance is allowing the storage and retrieval of sub-pixel sample data for antialiasing purposes: I need to be able to control the resolve, or at least do some operations before resolving multisampled buffers.
All the major extensions for OpenGL ES are listed here: http://www.khronos.org/registry/gles/
And as far as I know currently no major OpenGL ES implmentations does not provide individual sample resolving using OpenGL ES. Only thing you can do is to copy multisampled texture to normal one, and the access “normal” samples.