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Enable anisotropic filtering when the game requests it
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@@ -1051,11 +1051,7 @@ SamplerState TextureCacheBase::GetSamplerState(u32 index, float custom_tex_scale
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state.tm0.mag_filter = FilterMode::Linear;
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if (tm0.mipmap_filter != MipMode::None)
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state.tm0.mipmap_filter = FilterMode::Linear;
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state.tm0.anisotropic_filtering = true;
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}
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else
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{
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state.tm0.anisotropic_filtering = false;
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state.tm0.anisotropic_filtering = g_ActiveConfig.iMaxAnisotropy;
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}
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if (has_arbitrary_mips && tm0.mipmap_filter != MipMode::None)
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@@ -1068,7 +1064,7 @@ SamplerState TextureCacheBase::GetSamplerState(u32 index, float custom_tex_scale
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state.tm0.lod_bias = std::clamp<s32>(state.tm0.lod_bias + lod_offset, -32768, 32767);
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// Anisotropic also pushes mips farther away so it cannot be used either
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state.tm0.anisotropic_filtering = false;
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state.tm0.anisotropic_filtering = 0;
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}
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return state;
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