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Replace MathUtil::Clamp with std::clamp
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@ -556,7 +556,7 @@ static void SetSamplerState(u32 index, float custom_tex_scale, bool custom_tex,
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// distance they kick in at is important to preserve at any resolution.
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// Correct this with the upscaling factor of custom textures.
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s64 lod_offset = std::log2(g_renderer->GetEFBScale() / custom_tex_scale) * 256.f;
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state.lod_bias = MathUtil::Clamp<s64>(state.lod_bias + lod_offset, -32768, 32767);
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state.lod_bias = std::clamp<s64>(state.lod_bias + lod_offset, -32768, 32767);
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// Anisotropic also pushes mips farther away so it cannot be used either
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state.anisotropic_filtering = 0;
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