GPU/HW: Make texture filtering a fragment shadergen parameter
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@@ -287,5 +287,5 @@ private:
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u32 m_downsample_scale_or_levels = 0;
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// [depth_test][transparency_mode][render_mode][texture_mode][dithering][interlacing][check_mask]
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DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2, 2, 9, 5, 5, 2> m_batch_pipelines{};
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DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2, 2, NUM_TEXTURE_MODES, 5, 5, 2> m_batch_pipelines{};
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};
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