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D3D: Fixed anisotropic filtering.
This got broken when d3d state cache was implemented.
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@ -1003,8 +1003,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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ID3D11SamplerState* samplerstate[8];
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ID3D11SamplerState* samplerstate[8];
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for (unsigned int stage = 0; stage < 8; stage++)
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for (unsigned int stage = 0; stage < 8; stage++)
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{
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{
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SamplerState state = gx_state.sampler[stage];
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gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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state.max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]);
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samplerstate[stage] = gx_state_cache.Get(gx_state.sampler[stage]);
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}
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}
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D3D::context->PSSetSamplers(0, 8, samplerstate);
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D3D::context->PSSetSamplers(0, 8, samplerstate);
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