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Enable anisotropic filtering when the game requests it
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@@ -128,10 +128,10 @@ static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& stat
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desc->MipLODBias = static_cast<s32>(state.tm0.lod_bias) / 256.f;
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desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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if (state.tm0.anisotropic_filtering)
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if (state.tm0.anisotropic_filtering != 0)
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{
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desc->Filter = D3D12_FILTER_ANISOTROPIC;
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desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
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desc->MaxAnisotropy = 1u << state.tm0.anisotropic_filtering;
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}
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}
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