From 5cce640f48c24278976cbbad6de31a41a8b6ef7f Mon Sep 17 00:00:00 2001
From: Matthew Parlane <parlane@gmail.com>
Date: Wed, 10 Jun 2015 21:38:04 +1200
Subject: [PATCH] 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

---
 Source/Core/VideoBackends/D3D/Render.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index b41d750eab..a56cec5f51 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]));
 	}