From b37354cca8da78bcfc72543615c3dcfa28a7a229 Mon Sep 17 00:00:00 2001 From: Subv Date: Sat, 14 Jul 2018 00:52:23 -0500 Subject: GPU: Always enable the depth write when clearing the depth buffer. The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call. --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 4072a12b4..1da9e137c 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -322,9 +322,6 @@ std::pair RasterizerOpenGL::ConfigureFramebuffers(bool using_c bool using_depth_fb) { const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs; - // Sync the depth test state before configuring the framebuffer surfaces. - SyncDepthTestState(); - // TODO(bunnei): Implement this const bool has_stencil = false; @@ -389,6 +386,13 @@ void RasterizerOpenGL::Clear() { if (regs.clear_buffers.Z) { clear_mask |= GL_DEPTH_BUFFER_BIT; use_depth_fb = true; + + // 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. + state.depth.test_enabled = true; + state.depth.write_mask = GL_TRUE; + state.depth.test_func = GL_ALWAYS; + state.Apply(); } if (clear_mask == 0) @@ -423,6 +427,7 @@ void RasterizerOpenGL::DrawArrays() { auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers(true, regs.zeta.Address() != 0); + SyncDepthTestState(); SyncBlendState(); SyncCullMode(); -- cgit v1.2.3