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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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@ -1868,13 +1868,13 @@ void Renderer::SetDitherMode()
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glDisable(GL_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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auto const& tex = bpmem.tex[texindex];
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auto const& tm0 = tex.texMode0[stage];
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auto const& tm1 = tex.texMode1[stage];
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g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1);
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g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1, custom_tex);
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}
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void Renderer::SetInterlacingMode()
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