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gl_rasterizer: Use zeta_enable register to enable depth buffer.

This commit is contained in:
bunnei 2018-07-21 02:14:04 -04:00
parent 5287991a36
commit d8c60029d6

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@ -387,7 +387,7 @@ void RasterizerOpenGL::Clear() {
} }
if (regs.clear_buffers.Z) { if (regs.clear_buffers.Z) {
clear_mask |= GL_DEPTH_BUFFER_BIT; 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 // 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. // 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; ScopeAcquireGLContext acquire_context;
auto [dirty_color_surface, dirty_depth_surface] = auto [dirty_color_surface, dirty_depth_surface] =
ConfigureFramebuffers(true, regs.zeta.Address() != 0); ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);
SyncDepthTestState(); SyncDepthTestState();
SyncBlendState(); SyncBlendState();