Handle branches in VFPU delay slots better.

Based on tests on a PSP, all branches are attempted.  The behavior is
technically undefined.

It seems to take the delay slot's target if they differ and both pass.
This is the behavior the interpreter has, but it's more work in jit.

Since only a couple games seem to do this, and clearly expect this
behavior, this fixes all known cases of #1926.
Add a safety log for cases we don't handle right.
Correct result of sceKernelGetThreadExitStatus(0).

Fixes Zettai Hero Project's options menu.
Merge pull request #3177 from unknownbrackets/thread-funcs

Correct result of sceKernelGetThreadExitStatus(0)
Merge pull request #3175 from unknownbrackets/vfpu-minor

Handle branches in VFPU delay slots better
Oops, typo.
Optimize thread switching a bit.

~2.5% improvement in Zettai Hero Project (while multithreading.)
Small warning fix.
Avoid overhead calling __KernelIdle().

~1.8% improvement in Zettai Hero Project.
Merge pull request #3178 from unknownbrackets/perf

Thread switching performance improvements
Break fix title CG missing in Midlight club 3
Merge pull request #3180 from raven02/patch-2

Break fix title CG missing in Midlight club 3
Reschedule in sceKernelReferThreadStatus().

It's often called in loops waiting for a thread to wake up.

Fixes .hack//Link's sluggish performance.
Merge pull request #3182 from unknownbrackets/scheduling

Reschedule in sceKernelReferThreadStatus()
Update native with UI crashfix and a tweak
Update native again with another bugfix
Windows: Work around audio crash on exit.
Turn vcmp back on again, let's not trust the one-operand arm vcmp for now
Revert "Windows: Work around audio crash on exit."

This reverts commit 273b7126a8e39a7f74e55115f7c5a568f69f26a2.
Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.

There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.