Anisotropic Filtering option is now correct in D3D
Values are saved/loaded as 0,1,2,3,4 but need to be used as 1,2,4,8,16 This was correct for OGL but not D3D
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@ -1017,7 +1017,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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// TODO: cache SamplerState directly, not d3d object
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gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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gx_state.sampler[stage].max_anisotropy = 1 << g_ActiveConfig.iMaxAnisotropy;
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D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
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}
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