Fix bug when combining draw calls for hashing
Restore the check for rendering mode disabling the reports checkbox.

Forgot why it was there, so I also added a comment.
Optimize the case where volume is 0x8000.

When left and right volume are both 0x8000, which is the most common, we
can just do a memory copy which is faster.

Also, we can use pushPointers on big endian, probably still faster.
Change the android-x86 optimization setting according to a forum post
Further adjust the android-x86 optimization settings
Shader Improvements and cleanup

Added sharpen shader

Added support for bloom and sharpen shader

cleanup

cleanup
Disable postprocessing shader choice when rendering mode = non-buffered
Also disable rendering resolution when render mode = non-buffered
Various debug ui fixes and enhancements
Update native to choose a reasonable window size (SDL non-fullscreen)
fixed dPad visibility
added disasm debugger features to remove and add functions
Fix a string pointer comparison.
Framebuffer draws: Get rid of the u_viewproj uniform matrix.
No need to dirty the PROJ_THROUGH when only the proj matrix is being
changed.
Add a temporary hack option that may help debugging the wipeout glow.

It reduces the glow problem by a lot but is obviously incorrect.
Update native
Add comment with a link to an important github thread