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TextureCache: load all mipmap levels from custom textures
This drops the "feature" to load level 0 from the custom texture and all other levels from the native one if the size matches. But in my opinion, when a custom texture only provide one level, no more should be used at all.
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@ -1154,7 +1154,7 @@ void Renderer::SetDitherMode()
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// TODO: Set dither mode to bpmem.blendmode.dither
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}
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void Renderer::SetSamplerState(int stage, int texindex)
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void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
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{
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const FourTexUnits &tex = bpmem.tex[texindex];
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const TexMode0 &tm0 = tex.texMode0[stage];
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@ -1179,6 +1179,12 @@ void Renderer::SetSamplerState(int stage, int texindex)
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gx_state.sampler[stage].max_lod = (u32)tm1.max_lod;
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gx_state.sampler[stage].min_lod = (u32)tm1.min_lod;
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gx_state.sampler[stage].lod_bias = (s32)tm0.lod_bias;
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// custom textures may have higher resolution, so disable the max_lod
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if (custom_tex)
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{
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gx_state.sampler[stage].max_lod = 255;
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}
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}
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void Renderer::SetInterlacingMode()
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