Enable anisotropic filtering when the game requests it

This commit is contained in:
Pokechu22
2021-07-30 12:14:54 -07:00
committed by Jordan Woyak
parent 0299540209
commit 79a1e480ca
7 changed files with 18 additions and 17 deletions

View File

@ -128,10 +128,10 @@ static void GetD3DSamplerDesc(D3D12_SAMPLER_DESC* desc, const SamplerState& stat
desc->MipLODBias = static_cast<s32>(state.tm0.lod_bias) / 256.f;
desc->ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
if (state.tm0.anisotropic_filtering)
if (state.tm0.anisotropic_filtering != 0)
{
desc->Filter = D3D12_FILTER_ANISOTROPIC;
desc->MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
desc->MaxAnisotropy = 1u << state.tm0.anisotropic_filtering;
}
}