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D3D11: Enable anisotropic filtering
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@@ -506,10 +506,9 @@ void GPU_D3D11::CheckGPUFeatures() {
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features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
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features |= GPU_PREFER_CPU_DOWNLOAD;
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features |= GPU_SUPPORTS_ACCURATE_DEPTH;
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///features |= GPU_SUPPORTS_ANISOTROPY;
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features |= GPU_SUPPORTS_ANISOTROPY;
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features |= GPU_SUPPORTS_OES_TEXTURE_NPOT;
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features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
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// features |= GPU_SUPPORTS_ANY_COPY_IMAGE;
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if (!g_Config.bHighQualityDepth) {
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@@ -94,7 +94,11 @@ ID3D11SamplerState *SamplerCacheD3D11::GetOrCreateSampler(ID3D11Device *device,
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D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT,
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D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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};
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samp.Filter = filters[filterKey];
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// Only switch to aniso if linear min and mag are set.
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if (samp.MaxAnisotropy > 1.0f && key.magFilt != 0 && key.minFilt != 0)
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samp.Filter = D3D11_FILTER_ANISOTROPIC;
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else
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samp.Filter = filters[filterKey];
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samp.MaxLOD = key.maxLevel;
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samp.MinLOD = 0.0f;
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samp.MipLODBias = 0.0f;
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@@ -115,7 +119,6 @@ TextureCacheD3D11::TextureCacheD3D11(Draw::DrawContext *draw)
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HRESULT result = 0;
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maxAnisotropyLevel = 16;
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SetupTextureDecoder();
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nextTexture_ = nullptr;
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@@ -115,7 +115,6 @@ private:
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u32 clutHash_;
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ID3D11ShaderResourceView *lastBoundTexture;
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float maxAnisotropyLevel;
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int decimationCounter_;
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int texelsScaledThisFrame_;
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