Find out hardware information

Each graphics platform has different capabilities, and this section describes the differences between hardware platforms, such as the maximum size of a texture.

Device System on a chip Graphics platform GPU clock speed On-board memory OpenGL ES 1.1 and 2.0 support EGL 1.4 support OpenGL ES 3.0 support
BlackBerry PlayBook tablet Texas Instruments OMAP4430 Imagination PowerVR SGX540 307 MHz 1 GB Yes Yes No
BlackBerry Z10 smartphone (chipset A) Texas Instruments OMAP4470 Imagination PowerVR SGX544 384 MHz 2 GB Yes Yes No
BlackBerry Z10 smartphone (chipset B) Qualcomm Snapdragon MSM8960 Qualcomm Adreno 225 400 MHz 2 GB Yes Yes No
BlackBerry Q10 smartphone Qualcomm Snapdragon MSM8960 Qualcomm Adreno 225 400 MHz 2 GB Yes Yes No
BlackBerry Z30 smartphone Qualcomm Snapdragon MSM8960-PRO Qualcomm Adreno 320 400 MHz 2 GB Yes Yes Yes
For more information about specific platforms, see:

PowerVR SGX

The PowerVR SGX series of graphics processors are used for the BlackBerry PlayBook tablet, the BlackBerry 10 Dev Alpha devices, and certain BlackBerry Z10 smartphones. It's designed to support OpenGL ES 2.0, and it implements the OpenGL ES 1.1 API more efficiently using OpenGL ES 2.0 shaders. For more information, see the PowerVR SGX OpenGL ES 2.0 Application Development Recommendations on the Imagination Technologies website.

Tile-based deferred rendering

The PowerVR SGX platform uses tile-based deferred rendering, where rasterization is performed on a per-tile basis instead of the entire frame buffer, as traditional immediate-mode rendering does. This approach enables the hardware to retrieve geometry data only when it renders each tile, which minimizes memory bandwidth requirements. Color, depth, and stencil buffers are rasterized using fast on-chip memory instead of system memory.

Limits on OpenGL ES 1.1

Description Minimum value Maximum value
Number of application-defined clipping planes 6 6
Number of lights 8 8
Supported depth of the modelview matrix stack 16 matrices 16 matrices
Supported depth of the projection matrix stack 2 matrices 2 matrices
Texture size 64 x 64 pixels 2048 x 2048 pixels
Supported depth of the texture matrix stack 2 matrices 4 matrices
Number of supported texture units 1 4

Limits on OpenGL ES 2.0

Description Minimum value Maximum value
Texture image units that can be used to access texture maps from the vertex shader and fragment processor combined 8 8
Size of cube map texture 16 x 16 pixels 2048 x 2048 pixels
Number of uniform vectors 16 64
Render buffer width and height 1 x 1 pixel 2048 x 2048 pixels
Number of texture image units accessed by texture maps from the fragment shader 8 8
Texture size 64 x 64 pixels 2048 x 2048 pixels
Number of varying vectors 8 8
Number of vertex attributes 8 16
Number of texture image units accessed by texture maps from the vertex shader 0 8
Number of uniform vectors that can be held for a vertex shader 128 128

Qualcomm Adreno 225

The Qualcomm Adreno 225 is the graphics processor for the BlackBerry Q10 smartphone and certain BlackBerry Z10 smartphones. It supports OpenGL ES 1.1 and 2.0, and also supports EGL 1.4.

Limits on OpenGL ES 1.1

Description Minimum value Maximum value
Number of application-defined clipping planes 6 6
Number of lights 8 8
Supported depth of the modelview matrix stack 16 matrices 16 matrices
Supported depth of the projection matrix stack 2 matrices 4 matrices
Texture size 64 x 64 pixels 4096 x 4096 pixels
Supported depth of the texture matrix stack 2 matrices 2 matrices
Number of supported texture units 1 2

Limits on OpenGL ES 2.0

Description Minimum value Maximum value
Texture image units that can be used to access texture maps from the vertex shader and fragment processor combined 8 20
Size of cube map texture 16 x 16 pixels 4096 x 4096 pixels
Number of uniform vectors 16 221
Render buffer width and height 1 x 1 pixel 4096 x 4096 pixels
Number of texture image units accessed by texture maps from the fragment shader 8 16
Texture size 64 x 64 pixels 4096 x 4096 pixels
Number of varying vectors 8 8
Number of vertex attributes 8 16
Number of texture image units accessed by texture maps from the vertex shader 0 4
Number of uniform vectors that can be held for a vertex shader 128 251

Qualcomm Adreno 320

The Qualcomm Adreno 320 is the graphics processor for the BlackBerry Z30 smartphone. It supports OpenGL ES 1.1, 2.0, and 3.0, and also supports EGL 1.4.

Limits on OpenGL ES 1.1

Description Minimum value Maximum value
Number of application-defined clipping planes 6 6
Number of lights 8 8
Supported depth of the modelview matrix stack 16 matrices 16 matrices
Supported depth of the projection matrix stack 2 matrices 4 matrices
Texture size 64 x 64 pixels 4096 x 4096 pixels
Supported depth of the texture matrix stack 2 matrices 2 matrices
Number of supported texture units 1 2

Limits on OpenGL ES 2.0

Description Minimum value Maximum value
Texture image units that can be used to access texture maps from the vertex shader and fragment processor combined 8 32
Size of cube map texture 16 x 16 pixels 4096 x 4096 pixels
Number of uniform vectors 16 224
Render buffer width and height 1 x 1 pixel 4096 x 4096 pixels
Number of texture image units accessed by texture maps from the fragment shader 8 16
Texture size 64 x 64 pixels 4096 x 4096 pixels
Number of varying vectors 8 16
Number of vertex attributes 8 16
Number of texture image units accessed by texture maps from the vertex shader 0 16
Number of uniform vectors that can be held for a vertex shader 128 256

Limits on OpenGL ES 3.0

Description Minimum value Maximum value
Texture image units that can be used to access texture maps from the vertex shader and fragment processor combined 8 32
Size of cube map texture 16 x 16 pixels 4096 x 4096 pixels
Number of uniform vectors 16 224
Render buffer width and height 1 x 1 pixel 4096 x 4096 pixels
Number of texture image units accessed by texture maps from the fragment shader 8 16
Texture size 64 x 64 pixels 4096 x 4096 pixels
Number of varying vectors 8 16
Number of vertex attributes 8 16
Number of texture image units accessed by texture maps from the vertex shader 0 16
Number of uniform vectors that can be held for a vertex shader 128 256

BlackBerry 10 Device Simulator

The extensions and capabilities of the BlackBerry 10 Device Simulator differ from hardware platforms because it's a simulated environment. It supports OpenGL ES 1.1 and 2.0.

Limits on OpenGL ES 1.1

Description Minimum value Maximum value
Number of application-defined clipping planes 6 6
Number of lights 8 24
Supported depth of the modelview matrix 16 matrices 32 matrices
Supported depth of the projection matrix 2 matrices 32 matrices
Texture size 64 x 64 pixels 8192 x 8192 pixels
Supported depth of the texture matrix 2 matrices 10 matrices
Number of supported texture units 1 8

Limits on OpenGL ES 2.0

Description Minimum value Maximum value
Texture image units that can be used to access texture maps from the vertex shader and fragment processor combined 8 16
Size of cube map texture 16 x 16 pixels 2048 x 2048 pixels
Number of uniform vectors that can be held for a fragment shader 16 224
Render buffer width and height 1 x 1 pixel 16384 x16384 pixels
Texture image units that can be accessed by texture maps from the fragment shader 8 16
Texture size 64 x 64 pixels 8192 x 8192 pixels
Number of varying vectors 8 8
Number of vertex attributes 8 16
Texture image units that can be accessed by texture maps from the vertex shader 0 0
Number of uniform vectors that can be held for a vertex shader 128 256

Last modified: 2014-05-14



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