From 97423d5ed872ec49b1f07d0fede61617ce16a552 Mon Sep 17 00:00:00 2001 From: Yuriy O'Donnell Date: Sat, 18 Oct 2014 17:47:47 +0200 Subject: [PATCH] D3D: Fixed anisotropic filtering. This got broken when d3d state cache was implemented. --- Source/Core/VideoBackends/D3D/Render.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index dd4e5e62c5..e8464d6816 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -1003,8 +1003,7 @@ void Renderer::ApplyState(bool bUseDstAlpha) ID3D11SamplerState* samplerstate[8]; for (unsigned int stage = 0; stage < 8; stage++) { - SamplerState state = gx_state.sampler[stage]; - state.max_anisotropy = g_ActiveConfig.iMaxAnisotropy; + gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy; samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]); } D3D::context->PSSetSamplers(0, 8, samplerstate);