Prescale in the vertex dec jit. Needs debugging.
Prescale UV in vtx-dec-jit: Fix bugs, add ARM support
Tiny optimization (32-bit) in GLES_GPU::FastRunLoop
Another attempt to sizing framebuffer based on fmt
Coords fix: toFullscreenCoord should return float, not int.
Add commented-out code to save XMM4/XMM5.

According to all calling convention manuals I can find, we don't really
need to preserve them. If they become problematic as mentioned, we can
activate this.
Merge pull request #4469 from raven02/patch-13

Another attempt to sizing framebuffer based on fmt
sceAudio: only use the optimized volume=max path if stereo, add a TODO.

Might take care of #4470.
Merge pull request #4468 from hrydgard/vtxdec-prescale

Add support for prescaled UV in vertex decoder JIT
Revert "Another attempt to sizing framebuffer based on fmt"

This reverts commit c0e8893560b74b5e9b19104584faa2578f576925.
Add option to the JIT viewer to find a random block with VFPU instructions.

For inspection of jit results.
Re-enable the "nice delay slot" optimization on ARM
ARM: Some zero-register fixes
Implement vsgn in x86/x64 and ARM jit
Periodically redraw memory view
Allow copying 16 and 32 bit values from the memory view
Merge pull request #4475 from Kingcom/MemView

Allow copying 16 and 32 bit values from the memory view
Merge pull request #4474 from Kingcom/Debugger

Periodically redraw memory view
vsgn x86 bugfix
ARMv6: Fix offsets > 4096 for litpool. More aggressive check.
Somehow Scooby Doo gets to offsets of ~4200 unless i drop the threshold down to ~3200. Not sure why the offset can jump by so much in one instruction.
Makes Scooby Doo playable now instead of showing a blue screen in the main game. Likely affects other games.