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Future Hardware Support Matrix

Open devshgraphicsprogramming opened this issue 4 years ago • 0 comments

Description

It would be useful to know what hardware exactly we're aiming to support and have some CI for it.

Description of the related problem

We should have a clear cutoff point for hardware, and acquire the old hardware for our CI farm.

Solution proposal

Public:

  • OpenGL 4.5 and above with certain mandatory extensions
  • ES 3.1 and above with certain mandatory extensions
  • Vulkan 1.1 (might actually make it 1.2)
  • WebGPU preview

WebGL will not be supported.

Free but Private (extension/branch available to licensed developers):

  • PS5's GNM
  • DirectX 12 with SM 6.5
  • NVN
  • Tesla Model S 2021

Windows

OS: latest 10 CPU: Anything with SSE4.2 GPU:

  • Nvidia Maxwell and newer
  • AMD Gcn 4 and newer
  • Intel Apollo Lake and Skylake and newer

Linux

OS: Anything with GCC 8.x CPU: Anything with SSE4.2 (maybe ARM as well at some point in the future) GPU:

  • Nvidia Maxwell and newer
  • AMD Gcn4 and newer
  • Intel:
    • OpenGL and ES backend, Haswell HD Graphics and newer
    • Vulkan, Apollo Lake and Skylake and newer

Android

OS: Android API level 28 CPU: x86_64 first, then 64bit ARM GPU:

  • Intel Gemini Lake and newer

ChromeOS

Everything as Android, except the only API available is OpenGL ES 3.1 with requirement for OES_texture_view

macOS

OS: High Sierra and newer CPU: x86_64 first, then M1/M2 as well GPU:

  • AMD Gcn 5 and newer
  • Intel HD Graphics 6000 and newer

The requirement for AMD GCN architecture excludes the first Mac Mini, most of the 3rd gen Macbook Pro lineup and most of the pre-2017 iMac models with Radeon Graphics. Yes you can now congratulate yourself for buying a literal $6000 trashcan.

iOS

SoC: A11 and above