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Core: Add option to force linear texture filtering.
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@ -480,7 +480,7 @@ void Renderer::CheckForConfigChanges()
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const u32 old_multisamples = g_ActiveConfig.iMultisamples;
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const int old_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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const int old_efb_access_tile_size = g_ActiveConfig.iEFBAccessTileSize;
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const bool old_force_filtering = g_ActiveConfig.bForceFiltering;
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const auto old_texture_filtering_mode = g_ActiveConfig.texture_filtering_mode;
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const bool old_vsync = g_ActiveConfig.bVSyncActive;
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const bool old_bbox = g_ActiveConfig.bBBoxEnable;
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const u32 old_game_mod_changes =
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@ -533,7 +533,7 @@ void Renderer::CheckForConfigChanges()
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changed_bits |= CONFIG_CHANGE_BIT_MULTISAMPLES;
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if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy)
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changed_bits |= CONFIG_CHANGE_BIT_ANISOTROPY;
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if (old_force_filtering != g_ActiveConfig.bForceFiltering)
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if (old_texture_filtering_mode != g_ActiveConfig.texture_filtering_mode)
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changed_bits |= CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING;
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if (old_vsync != g_ActiveConfig.bVSyncActive)
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changed_bits |= CONFIG_CHANGE_BIT_VSYNC;
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