diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index e5240d19d4..a522c2d1a6 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -1017,7 +1017,7 @@ void Renderer::ApplyState(bool bUseDstAlpha) for (unsigned int stage = 0; stage < 8; stage++) { // TODO: cache SamplerState directly, not d3d object - gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy; + gx_state.sampler[stage].max_anisotropy = 1 << g_ActiveConfig.iMaxAnisotropy; D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage])); } diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index 8462822511..5a590f1793 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -81,7 +81,7 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A "\tint4 " I_TEXOFFSET";\n" "};\n"); - uid_data->numTexGens = bpmem.genMode.numtexgens; + uid_data->numTexGens = xfmem.numTexGen.numTexGens; uid_data->pixel_lighting = g_ActiveConfig.bEnablePixelLighting; out.Write("struct VS_OUTPUT {\n"); @@ -94,7 +94,7 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A out.Write("#define InstanceID gl_InvocationID\n"); out.Write("in VertexData {\n"); - GenerateVSOutputMembers(out, ApiType, g_ActiveConfig.backend_info.bSupportsBindingLayout ? "centroid" : "centroid in"); + GenerateVSOutputMembers(out, ApiType); out.Write("} vs[%d];\n", vertex_in); out.Write("out VertexData {\n"); @@ -233,7 +233,7 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A out.Write("\tif (" I_TEXOFFSET"[2] != 0) {\n"); out.Write("\tfloat texOffset = 1.0 / float(" I_TEXOFFSET"[2]);\n"); - for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i) + for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET"[0] >> %d) & 0x1) != 0)\n", i); out.Write("\t\tr.tex%d.x += texOffset;\n", i); @@ -258,7 +258,7 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A out.Write("\tif (" I_TEXOFFSET"[3] != 0) {\n"); out.Write("\tfloat2 texOffset = float2(1.0 / float(" I_TEXOFFSET"[3]), 1.0 / float(" I_TEXOFFSET"[3]));\n"); - for (unsigned int i = 0; i < bpmem.genMode.numtexgens; ++i) + for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i) { out.Write("\tif (((" I_TEXOFFSET"[1] >> %d) & 0x1) != 0) {\n", i); out.Write("\t\tll.tex%d.xy += float2(0,1) * texOffset;\n", i);