gl_rasterizer: Use zeta_enable register to enable depth buffer.
This commit is contained in:
parent
5287991a36
commit
d8c60029d6
1 changed files with 2 additions and 2 deletions
|
@ -387,7 +387,7 @@ void RasterizerOpenGL::Clear() {
|
|||
}
|
||||
if (regs.clear_buffers.Z) {
|
||||
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
||||
use_depth_fb = true;
|
||||
use_depth_fb = regs.zeta_enable != 0;
|
||||
|
||||
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
||||
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
|
||||
|
@ -431,7 +431,7 @@ void RasterizerOpenGL::DrawArrays() {
|
|||
ScopeAcquireGLContext acquire_context;
|
||||
|
||||
auto [dirty_color_surface, dirty_depth_surface] =
|
||||
ConfigureFramebuffers(true, regs.zeta.Address() != 0);
|
||||
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);
|
||||
|
||||
SyncDepthTestState();
|
||||
SyncBlendState();
|
||||
|
|
Loading…
Reference in a new issue