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GS/HW: Check for flat shading when doing aniso.
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@@ -6783,11 +6783,11 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
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m_conf.sampler.biln = bilinear;
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// Aniso filtering doesn't work with textureLod so use texture (automatic_lod) instead.
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// Enable aniso only for triangles. Sprites are flat so aniso is likely useless (it would save perf for others primitives).
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const bool anisotropic = m_vt.m_primclass == GS_TRIANGLE_CLASS && !trilinear_manual;
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// Also make sure there isn't flat shading.
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const bool anisotropic = m_vt.m_primclass == GS_TRIANGLE_CLASS && !trilinear_manual && !m_vt.m_eq.z;
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m_conf.sampler.aniso = anisotropic;
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m_conf.sampler.triln = trilinear;
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if (anisotropic && !trilinear_manual)
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m_conf.ps.automatic_lod = 1;
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m_conf.ps.automatic_lod = anisotropic;
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}
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// clamp to base level if we're not providing or generating mipmaps
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