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Enable anisotropic filtering when the game requests it
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@ -309,10 +309,15 @@ void SamplerState::Generate(const BPMemory& bp, u32 index)
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};
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tm0.wrap_u = filter_invalid_wrap(bp_tm0.wrap_s);
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tm0.wrap_v = filter_invalid_wrap(bp_tm0.wrap_t);
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if (bp_tm0.max_aniso == MaxAniso::Two)
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tm0.anisotropic_filtering = 1;
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else if (bp_tm0.max_aniso == MaxAniso::Four)
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tm0.anisotropic_filtering = 2;
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else
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tm0.anisotropic_filtering = 0;
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tm0.diag_lod = bp_tm0.diag_lod;
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tm0.anisotropic_filtering = false; // TODO: Respect BP anisotropic filtering mode
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tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
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tm0.lod_clamp = bp_tm0.lod_clamp; // TODO: What does this do?
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}
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namespace RenderState
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