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authorMonsterDruide1 <5958456@gmail.com>2021-06-18 16:32:46 +0200
committerMonsterDruide1 <5958456@gmail.com>2021-09-18 23:22:20 +0200
commit4297d2fea2228ff4afe2a7c244fb8b3f1a97491a (patch)
tree25a1ce3a2d41bf9e066c7a57a441be65e282f16f /src/common/fs/path_util.cpp
parent3a7b37238bc85b8220660e8469543449095bc820 (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.cpp3
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;