Update lang.
Merge pull request #3864 from thedax/updateLang

Update lang.
Softgpu: Wrap textures in through mode to avoid crashes in texturing.
Minor optimization in swrast
Oops (last commit)
Curious about what games use morph, so let's report.
Preparation for proper spline/bez: Convert control points to a simple format.

The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
Missed these
Return a similar dlist id range to the PSP.

At least this top part seems to match, the other bits seem randomish.
But, there may be some game out there thinking that if the top bits aren't
set it's invalid or something.
Allocate ge list ids using round robin.

Even if you enqueue and then dequeue 0, you don't get it again right away.
Don't use Advance() in syscalls, it's unsafe.

Eats some cycles in enqueue and still checks ASAP, FF Type-0 seems happy
with this also.
Don't update stall address on completed lists.
Refuse to dequeue a running/completed list.
Merge pull request #3867 from unknownbrackets/ge-minor

Improve GE list ids, fix a rare bug in sceGeListUpdateStallAddr, better errors
Check enqueue as well, should be safer.

Also, make sure not to eat a bunch more cycles when forcing a check.
Typo.
Check log level from ffmpeg, use levels.
Use the right vertex/index addr in NullGpu.
Chane to ATRAC_ERROR_NO_LOOP_INFORMATION
Error and reporting for sceGeBreak's second param.