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-rw-r--r--Source/Core/VideoCommon/AsyncRequests.cpp29
1 files changed, 28 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/AsyncRequests.cpp b/Source/Core/VideoCommon/AsyncRequests.cpp
index a702bf01f6..993b6bce2c 100644
--- a/Source/Core/VideoCommon/AsyncRequests.cpp
+++ b/Source/Core/VideoCommon/AsyncRequests.cpp
@@ -20,7 +20,34 @@ void AsyncRequests::PullEventsInternal()
while (!m_queue.empty())
{
- const Event& e = m_queue.front();
+ Event e = m_queue.front();
+
+ // try to merge as many efb pokes as possible
+ // it's a bit hacky, but some games render a complete frame in this way
+ if ((e.type == Event::EFB_POKE_COLOR || e.type == Event::EFB_POKE_Z))
+ {
+ m_merged_efb_pokes.clear();
+ Event first_event = m_queue.front();
+ EFBAccessType t = first_event.type == Event::EFB_POKE_COLOR ? POKE_COLOR : POKE_Z;
+
+ do
+ {
+ e = m_queue.front();
+
+ EfbPokeData d;
+ d.data = e.efb_poke.data;
+ d.x = e.efb_poke.x;
+ d.y = e.efb_poke.y;
+ m_merged_efb_pokes.push_back(d);
+
+ m_queue.pop();
+ } while(!m_queue.empty() && m_queue.front().type == first_event.type);
+
+ lock.unlock();
+ g_renderer->PokeEFB(t, m_merged_efb_pokes);
+ lock.lock();
+ continue;
+ }
lock.unlock();
HandleEvent(e);