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[cleanup] Vastly clean up backend-specific sampler state logic.
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@ -1382,14 +1382,10 @@ void Renderer::SetSamplerState(int stage, int texindex)
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const TexMode0 &tm0 = tex.texMode0[stage];
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const TexMode1 &tm1 = tex.texMode1[stage];
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unsigned int mip;
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mip = (tm0.min_filter == 8) ? TEXF_NONE:d3dMipFilters[tm0.min_filter & 3];
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if ((tm0.min_filter & 3) && (tm0.min_filter != 8) && ((tm1.max_lod >> 4) == 0)) mip = TEXF_NONE;
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unsigned int mip = d3dMipFilters[tm0.min_filter & 3];
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if (texindex) stage += 4;
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// TODO: Clarify whether these values are correct
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// NOTE: since there's no "no filter" in DX11 we're using point filters in these cases
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if (g_ActiveConfig.bForceFiltering)
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{
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gx_state.sampdc[stage].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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