Fix a bug where we would push two gamepausescreens in some circumstances.

+ a cosmetic fix.
Put vtimer args on the stack, skip allocation.

This is roughly where they are on the PSP based on tests, and it avoids
having to manage memory or etc.
Correct errors from sceKernelCancelVTimerHandler().
sceKernelCancelVTimerHandler() resets handler only.
Correct sceKernelSetVTimerTime*().
Correct sceKernelGetVTimer*Wide() error value.
Fix doubling of current on vtimer stop.
Return a special error for the running vtimer.

Also, ues 0 when none is running.  This explains the different error code.
Update current and limit bytes in vtimer refer.
Sign extend sceKernelUSec2SysClock().

Wow, I guess this has been broken forever.
Fix error code on start vtimer with current.
Run missed handlers when setting vtimer time.
Correct vtimer scheduling.
Return better vtimer errors within interrupts.
Don't change the vtimer schedule with no handler.
Fix vtimer uid param type, add algorithm include.
Improves scanlines fragment shader
Add a Better name for scanlines shader
Merge pull request #4291 from DanyalZia/patch-29

Improves scanlines fragment shader
Fix vcxproj