Change some log level.
Bump up version numbers in version.rc.
Update other platforms, too.
Update PPSSPP.pro, too.
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.
Merge pull request #4364 from unknownbrackets/perf

Optimize the case where volume is 0x8000
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
Initialize thread regs with 0xDEADBEEF.

Also initialize the float regs to NaN.
Fill registers with 0xDEADBEEF after most syscalls.

Some, like sceMpegRingbufferPut(), we don't, since... it's complicated.
But most we do, like a real PSP does.
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)
Merge pull request #4367 from DanyalZia/patch-33

Further shader Improvements and cleanup
Merge pull request #4372 from Kingcom/DebugFixes

Various debug UI fixes and enhancements
fixed dPad visibility