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authorGravatar MonsterDruide12021-06-18 16:32:46 +0200
committerGravatar MonsterDruide12021-09-18 23:22:20 +0200
commit4297d2fea2228ff4afe2a7c244fb8b3f1a97491a (patch)
tree25a1ce3a2d41bf9e066c7a57a441be65e282f16f /src/common/fs/fs_paths.h
parentmain: TAS Playback state label (diff)
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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/fs_paths.h')
-rw-r--r--src/common/fs/fs_paths.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/common/fs/fs_paths.h b/src/common/fs/fs_paths.h
index b32614797..84968b8e0 100644
--- a/src/common/fs/fs_paths.h
+++ b/src/common/fs/fs_paths.h
@@ -21,6 +21,7 @@
21#define SCREENSHOTS_DIR "screenshots" 21#define SCREENSHOTS_DIR "screenshots"
22#define SDMC_DIR "sdmc" 22#define SDMC_DIR "sdmc"
23#define SHADER_DIR "shader" 23#define SHADER_DIR "shader"
24#define TAS_DIR "scripts"
24 25
25// yuzu-specific files 26// yuzu-specific files
26 27