Added bicubic texture filtering and hybrid bicubic texture filtering options
Merge branch 'master' of https://github.com/hrydgard/ppsspp

Conflicts:
	Windows/resource.h
__forceinline doesn't make a measureable difference here, so no need to make the code nonstandard
Minor cleanup to tex hash and clut check.
Add a secondary texture cache again.

This time, only used when invalidations happen several times, but not
too often, and still hashes the entire texture.
Use SSE2 in the texture hashing function.

Speeds it up significantly, but only when it's called a lot.
Replace some hleEatCycles() with actual PSP timing.

Measured several runs at 8 per run with test overhead check.
Correct delay for sceKernelDelayThread(0).

It's not 200 for 0, more like 100ish.
Add more accurate cycles in sceRtc and sceDisplay.
Eat some cycles in sceGeListUpdateStallAddr().

Another common function.  Per real PSP timing.
Check for low GPU memory and try to disable cache.

This may help with phones and even desktops without much VRAM/RAM.
Normally OpenGL will copy between them, though, so it should not happen
often, especially not on desktops.
Merge pull request #1670 from PeterTh/master

Bicubic texture upsampling
Merge pull request #1675 from unknownbrackets/perf

Adjust some cycle eating and add to a couple funcs
Merge pull request #1676 from unknownbrackets/texcache

Add back second texcache, improve perf, add memory check
Add bicubic/Hybrid bicubic to Android/iOS
Merge pull request #1677 from raven02/master

Add bicubic/Hybrid bicubic to Android/iOS
Buildfix for BHarmattan and Blackberry. Was missing math.h
Disable edit and continue in zlib.

Fixes #1678.
Don't just say 0 for remainFrame in sceAtrac.

Fixes LittleBigPlanet.
Use a base time throughout rtc and kernel time.

This way, time doesn't move abnormally as far as the game can tell,
even when savestates and fast forward and pause are used.