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	gl_rasterizer: Use zeta_enable register to enable depth buffer.
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				@ -387,7 +387,7 @@ void RasterizerOpenGL::Clear() {
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    }
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					    }
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    if (regs.clear_buffers.Z) {
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					    if (regs.clear_buffers.Z) {
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        clear_mask |= GL_DEPTH_BUFFER_BIT;
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					        clear_mask |= GL_DEPTH_BUFFER_BIT;
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        use_depth_fb = true;
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					        use_depth_fb = regs.zeta_enable != 0;
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        // Always enable the depth write when clearing the depth buffer. The depth write mask is
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					        // Always enable the depth write when clearing the depth buffer. The depth write mask is
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        // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
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					        // ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
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@ -431,7 +431,7 @@ void RasterizerOpenGL::DrawArrays() {
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    ScopeAcquireGLContext acquire_context;
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					    ScopeAcquireGLContext acquire_context;
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    auto [dirty_color_surface, dirty_depth_surface] =
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					    auto [dirty_color_surface, dirty_depth_surface] =
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        ConfigureFramebuffers(true, regs.zeta.Address() != 0);
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					        ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0);
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    SyncDepthTestState();
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					    SyncDepthTestState();
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    SyncBlendState();
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					    SyncBlendState();
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