GPU/HW: Add separate 3D/2D (sprite) texture filtering
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@@ -55,6 +55,9 @@ GraphicsSettingsWidget::GraphicsSettingsWidget(SettingsWindow* dialog, QWidget*
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SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.textureFiltering, "GPU", "TextureFilter",
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&Settings::ParseTextureFilterName, &Settings::GetTextureFilterName,
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Settings::DEFAULT_GPU_TEXTURE_FILTER);
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SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.spriteTextureFiltering, "GPU", "SpriteTextureFilter",
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&Settings::ParseTextureFilterName, &Settings::GetTextureFilterName,
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Settings::DEFAULT_GPU_TEXTURE_FILTER);
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SettingWidgetBinder::BindWidgetToEnumSetting(sif, m_ui.gpuDownsampleMode, "GPU", "DownsampleMode",
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&Settings::ParseDownsampleModeName, &Settings::GetDownsampleModeName,
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Settings::DEFAULT_GPU_DOWNSAMPLE_MODE);
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@@ -526,6 +529,8 @@ void GraphicsSettingsWidget::setupAdditionalUi()
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{
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m_ui.textureFiltering->addItem(
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QString::fromUtf8(Settings::GetTextureFilterDisplayName(static_cast<GPUTextureFilter>(i))));
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m_ui.spriteTextureFiltering->addItem(
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QString::fromUtf8(Settings::GetTextureFilterDisplayName(static_cast<GPUTextureFilter>(i))));
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}
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for (u32 i = 0; i < static_cast<u32>(GPUDownsampleMode::Count); i++)
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