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Enable game-requested anisotropic filtering in Metal backend.
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1 changed files with 1 additions and 1 deletions
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@ -171,7 +171,7 @@ MRCOwned<id<MTLSamplerState>> Metal::ObjectCache::CreateSampler(SamplerSelector
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[desc setMipFilter:ConvertMip(sel.MipFilter())];
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[desc setSAddressMode:Convert(sel.WrapU())];
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[desc setTAddressMode:Convert(sel.WrapV())];
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[desc setMaxAnisotropy:1 << (sel.AnisotropicFiltering() ? g_ActiveConfig.iMaxAnisotropy : 0)];
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[desc setMaxAnisotropy:1 << sel.AnisotropicFiltering()];
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[desc setLabel:MRCTransfer([[NSString alloc]
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initWithFormat:@"%s%s%s %s%s%s", to_string(sel.MinFilter()),
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to_string(sel.MagFilter()), to_string(sel.MipFilter()),
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