D3D9: Fix anisotropic filtering.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7019 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -307,7 +307,7 @@ Renderer::Renderer()
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SetupDeviceObjects();
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for (int stage = 0; stage < 8; stage++)
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D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, g_ActiveConfig.iMaxAnisotropy);
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D3D::SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, 1 << g_ActiveConfig.iMaxAnisotropy);
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D3DVIEWPORT9 vp;
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vp.X = 0;
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@ -1212,10 +1212,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
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if (windowResized)
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{
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// device objects lost, so recreate all of them
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SetupDeviceObjects();
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}
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else
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{
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// just resize the frame buffer
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delete g_framebuffer_manager;
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g_framebuffer_manager = new FramebufferManager;
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}
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@ -1253,10 +1255,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::dev->SetDepthStencilSurface(FramebufferManager::GetEFBDepthRTSurface());
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UpdateViewport();
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VertexShaderManager::SetViewportChanged();
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// For testing zbuffer targets.
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// Renderer::SetZBufferRender();
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// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget,
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// GetTargetWidth(), GetTargetHeight());
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Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB));
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XFBWrited = false;
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}
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