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FBW-based Screen Clear Issue #3180
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I'm positive with the FBW conversion in the texture cache to tackle this issue, given also the fact that the clear is a solid rectangle draw, thus the conversion might be extremely optimized in this case. |
provide a gs dump so I can confirm |
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Here's a more modern dump from 1.7.2427. The shadows are now in the correct place, though the issue is still present. Here's a new picture too: |
Games Tested:
Games Not Tested (but potentially have the same issue):
Example of the Issue:

Cause:
Caused by a screen clear where the game attempts to clear a 32-bit GS texture by setting the frame buffer width to 1 and then drawing a 64x2048 quad with flat shading in order to clear the buffer to a specific color (often a pink color).
Basically because of how GS memory works, it is possible on the GS to write to the framebuffer with FBW of 1 and then starting writing again with a larger FBW value. However since the cache does not emulate this behavior, what results is a larger line on the left hand of the screen.
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Here is an example of the incoming vertices:
Here is an example FRAME register setting for the clear:
Here is an example of the FRAME register setting for a latter draw:
Previously, Superman Returns was the only game known to have this issue.
The text was updated successfully, but these errors were encountered: