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Enable anisotropic filtering when the game requests it
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@ -344,10 +344,10 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
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sampdc.MinLOD = state.tm1.min_lod / 16.f;
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sampdc.MipLODBias = state.tm0.lod_bias / 256.f;
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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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sampdc.Filter = D3D11_FILTER_ANISOTROPIC;
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sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
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sampdc.MaxAnisotropy = 1u << state.tm0.anisotropic_filtering;
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}
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ComPtr<ID3D11SamplerState> res;
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