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[d3d9] Actually use correct sampler state for anisotropy
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doitsujin committed Nov 13, 2024
1 parent 2dadad5 commit 4c09b00
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion src/d3d9/d3d9_state.h
Original file line number Diff line number Diff line change
Expand Up @@ -240,7 +240,7 @@ namespace dxvk {
, mipFilter(D3DTEXTUREFILTERTYPE(state[D3DSAMP_MIPFILTER]))
, mipLodBias(bit::cast<float>(state[D3DSAMP_MIPMAPLODBIAS]))
, maxMipLevel(state[D3DSAMP_MAXMIPLEVEL])
, maxAnisotropy(state[D3DSAMP_MAXMIPLEVEL]) { }
, maxAnisotropy(state[D3DSAMP_MAXANISOTROPY]) { }

D3DTEXTUREADDRESS addressU;
D3DTEXTUREADDRESS addressV;
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6 comments on commit 4c09b00

@K0bin
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@K0bin K0bin commented on 4c09b00 Nov 13, 2024

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frog moment

@onlylunix
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This commit reduced fps in STALKER from 48 fps to 40 fps on Intel HD630

@Blisto91
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@Blisto91 Blisto91 commented on 4c09b00 Nov 18, 2024

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This just makes the Anisotropic Filtering option work again in d3d9 games. I assume you have the same performance with dxvk 2.4.1?

@onlylunix
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Performance 2.5.1 is the same as 2.4.1.
Performance 2.5.1 without this commit is 8 fps better.

@doitsujin
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Yeah that's not a bug, that's literally just anisotropic filtering being broken before this commit.

@Blisto91
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Yes you can just turn off the setting in the game if you don't want to use it.

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