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Add new texture filtering "Auto Max Quality" that tweaks texture filtering for best quality.
It does this by enforcing mipmapping and minification filters, and always autogenerates mipmaps and enforces anisotropic filtering for all modes (if that's separately enabled). This looks nice and flicker free in most games without any additional tweaking, including GTA and Burnout which have long been painfully flickery in the distance due to undersampling. Needs a bit more testing before merge, maybe. Fixes #13888
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@@ -1225,11 +1225,12 @@ namespace MainWindow {
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ID_OPTIONS_TEXTUREFILTERING_AUTO,
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ID_OPTIONS_NEARESTFILTERING,
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ID_OPTIONS_LINEARFILTERING,
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ID_OPTIONS_AUTOMAXQUALITYFILTERING,
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};
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if (g_Config.iTexFiltering < TEX_FILTER_AUTO)
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g_Config.iTexFiltering = TEX_FILTER_AUTO;
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else if (g_Config.iTexFiltering > TEX_FILTER_FORCE_LINEAR)
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g_Config.iTexFiltering = TEX_FILTER_FORCE_LINEAR;
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else if (g_Config.iTexFiltering > TEX_FILTER_AUTO_MAX_QUALITY)
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g_Config.iTexFiltering = TEX_FILTER_AUTO_MAX_QUALITY;
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for (int i = 0; i < ARRAY_SIZE(texfilteringitems); i++) {
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CheckMenuItem(menu, texfilteringitems[i], MF_BYCOMMAND | ((i + 1) == g_Config.iTexFiltering ? MF_CHECKED : MF_UNCHECKED));
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