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VideoCommon/Fifo: Pass system instance through FifoManager constructor
Given how many member functions make use of the system instance, it's likely just better to pass the system instance in on construction. Makes the interface a little less noisy to use.
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@ -660,7 +660,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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wiifs_guard.Dismiss();
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// This adds the SyncGPU handler to CoreTiming, so now CoreTiming::Advance might block.
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system.GetFifo().Prepare(system);
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system.GetFifo().Prepare();
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// Setup our core
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if (Config::Get(Config::MAIN_CPU_CORE) != PowerPC::CPUCore::Interpreter)
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@ -687,7 +687,7 @@ static void EmuThread(std::unique_ptr<BootParameters> boot, WindowSystemInfo wsi
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s_cpu_thread = std::thread(cpuThreadFunc, savestate_path, delete_savestate);
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// become the GPU thread
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system.GetFifo().RunGpuLoop(system);
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system.GetFifo().RunGpuLoop();
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// We have now exited the Video Loop
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INFO_LOG_FMT(CONSOLE, "{}", StopMessage(false, "Video Loop Ended"));
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@ -834,7 +834,7 @@ static bool PauseAndLock(Core::System& system, bool do_lock, bool unpause_on_unl
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// video has to come after CPU, because CPU thread can wait for video thread
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// (s_efbAccessRequested).
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system.GetFifo().PauseAndLock(system, do_lock, false);
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system.GetFifo().PauseAndLock(do_lock, false);
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ResetRumble();
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@ -1029,7 +1029,7 @@ void UpdateWantDeterminism(bool initial)
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ios->UpdateWantDeterminism(new_want_determinism);
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auto& system = Core::System::GetInstance();
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system.GetFifo().UpdateWantDeterminism(system, new_want_determinism);
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system.GetFifo().UpdateWantDeterminism(new_want_determinism);
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// We need to clear the cache because some parts of the JIT depend on want_determinism,
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// e.g. use of FMA.
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