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CPUManager: Remove redundant parameter from RestoreStateAndUnlock
RestoreStateAndUnlock was only called with control_adjacent=true. Remove the parameter and unconditionally call the function that was gated behind it being true.
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8d0dbb0ef6
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@ -801,7 +801,7 @@ static bool PauseAndLock(Core::System& system, bool do_lock, bool unpause_on_unl
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// mechanism to unpause them. If we unpaused the systems above when releasing
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// the locks then they could call CPU::Break which would require detecting it
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// and re-pausing with CPU::SetStepping.
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system.GetCPU().RestoreStateAndUnlock(unpause_on_unlock, true);
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system.GetCPU().RestoreStateAndUnlock(unpause_on_unlock);
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}
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return was_unpaused;
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@ -379,7 +379,7 @@ bool CPUManager::PauseAndLock()
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return was_unpaused;
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}
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void CPUManager::RestoreStateAndUnlock(const bool unpause_on_unlock, const bool control_adjacent)
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void CPUManager::RestoreStateAndUnlock(const bool unpause_on_unlock)
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{
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// Only need the stepping lock for this
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if (m_have_fake_cpu_thread)
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@ -401,8 +401,7 @@ void CPUManager::RestoreStateAndUnlock(const bool unpause_on_unlock, const bool
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m_state_paused_and_locked = false;
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m_state_cpu_cvar.notify_one();
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if (control_adjacent)
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RunAdjacentSystems(m_state == State::Running);
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RunAdjacentSystems(m_state == State::Running);
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}
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m_stepping_lock.unlock();
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}
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@ -96,7 +96,7 @@ public:
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// "control_adjacent" causes PauseAndLock to behave like SetStepping by modifying the
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// state of the Audio and FIFO subsystems as well.
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bool PauseAndLock();
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void RestoreStateAndUnlock(bool unpause_on_unlock, bool control_adjacent);
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void RestoreStateAndUnlock(bool unpause_on_unlock);
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// Adds a job to be executed during on the CPU thread. This should be combined with
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// PauseAndLock(), as while the CPU is in the run loop, it won't execute the function.
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