diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 4072a12b44..1da9e137cb 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();