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[d3d11] Fix sampler state validation for anisotropy
Fixes an issue where samplers are not created in Path of Exile.
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@ -87,14 +87,10 @@ namespace dxvk {
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return E_INVALIDARG;
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return E_INVALIDARG;
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}
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}
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if (filterBits & 0x40 /* anisotropic */) {
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if (pDesc->MaxAnisotropy < 0
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if (pDesc->MaxAnisotropy < 1
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|| pDesc->MaxAnisotropy > 16)
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return E_INVALIDARG;
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} else if (pDesc->MaxAnisotropy < 0
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|| pDesc->MaxAnisotropy > 16) {
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|| pDesc->MaxAnisotropy > 16) {
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return E_INVALIDARG;
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return E_INVALIDARG;
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} else {
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} else if ((filterBits & 0x40) == 0 /* not anisotropic */) {
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// Reset anisotropy if it is not used
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// Reset anisotropy if it is not used
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pDesc->MaxAnisotropy = 0;
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pDesc->MaxAnisotropy = 0;
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}
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}
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