D3D: Fixed anisotropic filtering.

This got broken when d3d state cache was implemented.
This commit is contained in:
Yuriy O'Donnell 2014-10-18 17:47:47 +02:00
parent 742f9c6b14
commit 97423d5ed8
1 changed files with 1 additions and 2 deletions

View File

@ -1003,8 +1003,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
ID3D11SamplerState* samplerstate[8]; ID3D11SamplerState* samplerstate[8];
for (unsigned int stage = 0; stage < 8; stage++) for (unsigned int stage = 0; stage < 8; stage++)
{ {
SamplerState state = gx_state.sampler[stage]; gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
state.max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]); samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]);
} }
D3D::context->PSSetSamplers(0, 8, samplerstate); D3D::context->PSSetSamplers(0, 8, samplerstate);