The D3D backend was always forcing Anisotropic filtering when that is enabled regardless of how the game chose to configure the texture filtering registers; this causes the same issues as "Force Filtering" without Anisotropy, such as causing game UI elements to no longer line up adjacent correctly. Historically, OpenGL's Anisotropy support has always worked "better" than D3D's due to seeming to not have this problem; unfortunately, OpenGL's Anisotropy specification only gives GL_LINEAR based filtering modes defined behavior, with only the mipmap setting being required to be considered. Some OpenGL implementations were implicitly disabling Anisotropy when the min/mag filters were set to GL_NEAREST, but this behavior is not required by the spec so cannot be relied on.
By default unique_ptr will call delete on the given type if an array
qualifier isn't present, not delete[]. It's important to explicitly
specify an array is being handled.
This fixes the crashes occuring at startup with a non-empty shader cache.
Because LinearDiskCache reads/writes to the storage of ShaderUid, ShaderUid must be trivially copyable.
Additionally, adds a static assert to LinearDiskCache to ensure this doesn't happen in the future.
The initialization of ShaderUid data has been moved to the code generation functions, so the above condition holds true.
This reverts commit 81414b4fa2edadf0b2a2bb0bd4df61dd59165eec, reversing
changes made to b926061f641692ae31bacbeba304f5941db7d3bc.
Conflicts:
Source/Core/DolphinWX/Frame.cpp
Source/Core/VideoCommon/VideoConfig.cpp
Source/Core/VideoCommon/VideoConfig.h
Approximately three or four times now, the issue of pointers being
in an inconsistent state been an issue in the video backend renderers
with regards to tripping up other developers.
Global (ugh) resources are put into a unique_ptr and will always have a
well-defined state of being - null or not null
This was relying on behaviour that GLExtensions was adding fake extensions to the supported list with ES.
This no longer happens so it needed to be changed.
The spec says that vendors can set the max texture size to be 65KB and we want 1MB.
Check the maximum supported and drop to the max if it is less than 1MB