From 517f3b7709b54e5cc28e542d419a39bb50fc23e5 Mon Sep 17 00:00:00 2001 From: TellowKrinkle Date: Tue, 30 Aug 2022 21:01:50 -0500 Subject: [PATCH] GS:HW: Don't skip FBW 0 --- pcsx2/GS/Renderers/HW/GSRendererHW.cpp | 6 ------ 1 file changed, 6 deletions(-) diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index 6cdba00206..c5b4975d30 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -1284,12 +1284,6 @@ void GSRendererHW::Draw() GSDrawingContext* context = m_context; const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_context->TEX0.PSM]; - if (!context->FRAME.FBW) - { - GL_CACHE("Skipping draw with FRAME.FBW = 0."); - return; - } - // When the format is 24bit (Z or C), DATE ceases to function. // It was believed that in 24bit mode all pixels pass because alpha doesn't exist // however after testing this on a PS2 it turns out nothing passes, it ignores the draw.