Fix size handling in sceKernelReferThreadStatus().
Allocate thread stack on create, not on start.

Also, don't free and reallocate on thread reset.
Cleanup some unused / duplicate code in threading.
sceKernelWakeupThread() should reschedule on wake.

Otherwise it will have different timing than the PSP.
Handle a few errors on thread create better.

Especially out of stack space.
Validate sceKernelStartThread() args better.
Fix initial thread stack, arg space and alignment.

Anything that used > 256 bytes of args was probably broken...
hide battery status icon
Merge pull request #1563 from unknownbrackets/thread-funcs

Fixes to thread funcs, stack, etc.
Merge pull request #1564 from CrazyMax/master

hide battery status icon
Small optimization to typical 4-bit textures.

These aren't used that often, but this makes them a bit faster.

It also looks cleaner, imho.
disable background input for Windows
Cache cluts by hash not address.

This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
Get rid of the cluthash in the texcache.

It's part of the key now, and better anyway.
Merge pull request #1568 from unknownbrackets/texcache

Hash cluts rather than using the address
revert background input for gamepads;
Merge pull request #1566 from CrazyMax/master

disable background input for Windows
Graphics settings: Use the right setting for 2xSSAA.
Several CMD update in sceIoDevctl()
Buildfix