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author | MonsterDruide1 <5958456@gmail.com> | 2021-06-18 16:32:46 +0200 |
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committer | MonsterDruide1 <5958456@gmail.com> | 2021-09-18 23:22:20 +0200 |
commit | 4297d2fea2228ff4afe2a7c244fb8b3f1a97491a (patch) | |
tree | 25a1ce3a2d41bf9e066c7a57a441be65e282f16f /src/common/fs/path_util.cpp | |
parent | 3a7b37238bc85b8220660e8469543449095bc820 (diff) |
core: Hacky TAS syncing & load pausing
To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.
First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.
Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
Diffstat (limited to 'src/common/fs/path_util.cpp')
-rw-r--r-- | src/common/fs/path_util.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/src/common/fs/path_util.cpp b/src/common/fs/path_util.cpp index 5f76adedb9..97d026eb87 100644 --- a/src/common/fs/path_util.cpp +++ b/src/common/fs/path_util.cpp @@ -116,8 +116,7 @@ private: GenerateYuzuPath(YuzuPath::ScreenshotsDir, yuzu_path / SCREENSHOTS_DIR); GenerateYuzuPath(YuzuPath::SDMCDir, yuzu_path / SDMC_DIR); GenerateYuzuPath(YuzuPath::ShaderDir, yuzu_path / SHADER_DIR); - - GenerateYuzuPath(YuzuPath::TASFile, fs::path{""}); + GenerateYuzuPath(YuzuPath::TASFile, yuzu_path / TAS_DIR); } ~PathManagerImpl() = default; |