Fix for loop in D3D Renderer ApplyState function
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@ -927,7 +927,7 @@ void Renderer::ApplyState()
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D3D::stateman->PushDepthState(s_gx_state_cache.Get(s_gx_state.zmode));
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D3D::stateman->PushRasterizerState(s_gx_state_cache.Get(s_gx_state.raster));
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for (size_t stage = 0; s_gx_state.samplers.size(); stage++)
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for (size_t stage = 0; stage < s_gx_state.samplers.size(); stage++)
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{
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// TODO: cache SamplerState directly, not d3d object
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s_gx_state.samplers[stage].max_anisotropy = UINT64_C(1) << g_ActiveConfig.iMaxAnisotropy;
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