textures: Fix anisotropy hack
Previous code could generate an anisotropy value way higher than x16.
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@ -337,20 +337,22 @@ struct TSCEntry {
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};
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};
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float GetMaxAnisotropy() const {
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float GetMaxAnisotropy() const {
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switch (static_cast<Anisotropy>(Settings::values.max_anisotropy)) {
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const u32 min_value = [] {
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case Anisotropy::Default:
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switch (static_cast<Anisotropy>(Settings::values.max_anisotropy)) {
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return static_cast<float>(1U << max_anisotropy);
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default:
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case Anisotropy::Filter2x:
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case Anisotropy::Default:
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return static_cast<float>(2U << max_anisotropy);
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return 1U;
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case Anisotropy::Filter4x:
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case Anisotropy::Filter2x:
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return static_cast<float>(4U << max_anisotropy);
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return 2U;
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case Anisotropy::Filter8x:
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case Anisotropy::Filter4x:
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return static_cast<float>(8U << max_anisotropy);
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return 4U;
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case Anisotropy::Filter16x:
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case Anisotropy::Filter8x:
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return static_cast<float>(16U << max_anisotropy);
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return 8U;
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default:
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case Anisotropy::Filter16x:
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return static_cast<float>(1U << max_anisotropy);
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return 16U;
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}
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}
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}();
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return static_cast<float>(std::max(1U << max_anisotropy, min_value));
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}
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}
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float GetMinLod() const {
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float GetMinLod() const {
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