Fix alpha blending for HW transform
Defer vertex decoding until flush. Track draw calls so that they can be cached later.
Vertex caching now works for HW transform + VBO, not including RECTANGLE primitives yet.
Merge branch 'master' into vertexcache
GPU "dirty" optimization, wip vertexcache
Merge pull request #423 from raven02/hw

Fix alpha blending for HW transform
Fix stupid stupid typo breaking slowmem jit.
Merge pull request #455 from unknownbrackets/jit-slowmem

Fix stupid stupid typo breaking slowmem jit.
Merge branch 'master' into vertexcache
Use EDX as a temporary for sb, and jit it.
Try to use glDrawArrays in more situations, saving us a buffer. Misc.
Avoid using EAX as a temporary where possible.

All the regs should be indirect addressing compatible.  So if it's
in a reg, let's use that instead of EAX.
Tiled renderers are much faster if we clear FBOs before rendering.
Alternatively we could use glDiscardFramebufferEXT but I haven't figured out how to call it.
Optimize write to a single x64 op too.
Same optimization for FPU load / store.
Avoid using an element buffer in more cases.
Cannot cache vertices when morph is enabled.
quick implementation of sceKernelReferMutexStatus
Merge pull request #457 from hrydgard/vertexcache

Vertex cache
Merge pull request #456 from unknownbrackets/jit-slowmem

Jit for sb, further optimizations