Enable anisotropic filtering when the game requests it

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Pokechu22 authored and Jordan Woyak committed 2025-03-17 20:46:19 -05:00
1 parent 0299540209
commit 79a1e480ca
7 files changed
+18 -17

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