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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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@ -20,7 +20,7 @@ SamplerCache::~SamplerCache()
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Clear();
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}
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void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1)
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void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode1& tm1, bool custom_tex)
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{
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// TODO: can this go somewhere else?
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if (m_last_max_anisotropy != g_ActiveConfig.iMaxAnisotropy)
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@ -38,6 +38,12 @@ void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode
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params.tm0.mag_filter |= 0x1;
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}
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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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params.tm1.max_lod = 255;
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}
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// TODO: Should keep a circular buffer for each stage of recently used samplers.
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auto& active_sampler = m_active_samplers[stage];
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