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How to check that device support anisotropics for Vulkan Graphics APi. For example for checking it on OPENGL used

String extension = GLES10.glGetString(GLES10.GL_EXTENSIONS);

and then check contains string "GL_EXT_texture_filter_anisotropic". How do it if used Vulkan Graphics api?

Oksana
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    Why do you think the anisotropic texture filter means support for "antialiasing"? Usually, with AA we mean something completely different, to avoid aliasing artefacts of the _rasterization_, while the texure filters address aliasing artifacts in the texture mapping only. – derhass Aug 15 '22 at 12:57
  • Thanks for comment. Sorry, I was mistake, I mean anisotropics. Fixed my question. – Oksana Aug 15 '22 at 13:37

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Anisotropic filtering is an optional device feature. You can query it with

VkPhysicalDeviceFeatures supportedFeatures;
vkGetPhysicalDeviceFeatures(device, &supportedFeatures);

supportedFeatures.samplerAnisotropy will contain a boolean stating if the feature is available.

If you actually wanted to check for MSAA, then you can check supportedFeatures.limits.framebufferColorSampleCount and supportedFeatures.limits.framebufferDepthSampleCounts

BDL
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  • Is it means Anisotropics is equals Antialiasing for Vulcan? – Oksana Aug 15 '22 at 12:52
  • No, not at all. But having the `GL_EXT_texture_filter_anisotropic` also doesn't necessarily mean that the device supports antialiasing. The code checks for the exact same condition you were checking before. – BDL Aug 15 '22 at 12:58
  • Good, thanks :) Is Exists way to check that anisotropics support(more exactly) on device with Vulkan and for device with OpenGL? – – Oksana Aug 15 '22 at 13:40