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VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function
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@ -60,7 +60,7 @@ void SamplerCache::SetSamplerState(int stage, const TexMode0& tm0, const TexMode
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// take equivalent forced linear when bForceFiltering
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if (g_ActiveConfig.bForceFiltering)
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{
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params.tm0.min_filter = (tm0.min_filter & 3) == TexMode0::TEXF_NONE ? 4 : 6;
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params.tm0.min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? 6 : 4;
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params.tm0.mag_filter = 1;
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}
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@ -136,7 +136,7 @@ void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
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GLint mag_filter = tm0.mag_filter ? GL_LINEAR : GL_NEAREST;
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if (g_ActiveConfig.iMaxAnisotropy > 0 && g_ogl_config.bSupportsAniso &&
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!IsBpTexMode0PointFiltering(tm0))
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!SamplerCommon::IsBpTexMode0PointFiltering(tm0))
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{
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// https://www.opengl.org/registry/specs/EXT/texture_filter_anisotropic.txt
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// For predictable results on all hardware/drivers, only use one of:
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@ -145,7 +145,7 @@ void SamplerCache::SetParameters(GLuint sampler_id, const Params& params)
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// Letting the game set other combinations will have varying arbitrary results;
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// possibly being interpreted as equal to bilinear/trilinear, implicitly
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// disabling anisotropy, or changing the anisotropic algorithm employed.
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min_filter = (tm0.min_filter & 3) == TexMode0::TEXF_NONE ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR;
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min_filter = SamplerCommon::AreBpTexMode0MipmapsEnabled(tm0) ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
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mag_filter = GL_LINEAR;
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glSamplerParameterf(sampler_id, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)(1 << g_ActiveConfig.iMaxAnisotropy));
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}
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