GS/HW: Add all levels/unclamped mipmap modes,credit by stenzek #11787
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Description of Changes
This PR brings back the mipmapping dropdown (oh noes), but it does not bring back basic (phew).
It adds two new modes:
All Levels
Instead of creating TC sources with LODs M..MXL, where M is the highest LOD from the vertex trace, it always uploads mip levels 0..MXL. This should have the result of producing fewer duplicate textures when dumping, and potentially increase TC efficiency, since there's less duplicates in the hash cache too.
Unclamped
This is a new, enhanced mode, that uses the full range of texture LODs that the game provides, but ignores the L/K values/game's bias. This results in higher-resolution textures being used when upscaling, and makes anisotropic filtering work again without requiring forced trilinear.
Rationale behind Changes
New enhancement for improved visuals in games, because forcing mipmapping everywhere was actually a visual regression in some cases.
credit by stenzek
Suggested Testing Steps
Burnout 3, Need for speed 6 ,and other racing games with super long viewing distance