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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend, MG_Impl/GLImpl, MG_Util): make anisotropic filtering actually reachable - advertise GL_EXT/ARB_texture_filter_anisotropic only where the host driver or the samplerAnisotropy device feature supports it, answer GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT from the backend limit, and honor the sampler state on DirectVulkan (feature enable, limit clamp, LINEAR-only gate, resolved value in the sampler cache key)
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@@ -73,7 +73,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// a device with the given raw capabilities. The MOBILEGL_DISABLE_SUBGROUP and
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// MOBILEGL_DISABLE_TIMERQUERY escape hatches are applied inside, so callers pass
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// the detected device support (passing an already-gated value is harmless).
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Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported);
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Vector<GLExtension> BuildAdvertisedExtensions(Bool shaderSubgroupSupported, Bool timerQueriesSupported,
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Bool anisotropicFilteringSupported);
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// Format: <GPU Name>, Vulkan <Vulkan Version>, Driver <Driver Version> — the exact
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// string an initialized backend returns from GetBackendAPIVersionString (and that
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