Avoid a possible thread sync issue.

Could be that it's about to wake listsync, does, and then we wait.
Oops, left these here.
Don't wait directly from GPUCommon, do it in sceGe.

Makes debugging a bit easier.
SyncThread before deciding if the fbo is dirty.

Fixes fps drops in yet other games with multithreading enabled.
Use a possibly harmless hack to prevent hangs.

Not sure where the problem is, but this fixes it pretty consistently for
me... seems like lists are somehow not being processed after becoming
processable?
Fix some potential threading probs with SymbolMap.

Got some strange crashes.
As a safety, especially for win32, cap the wait.
Add a few more OUT_EAT_PREFIX flags.

Based on testing the instructions individually.  Cuts a few cases in God
Eater Burst where instructions bailed out of jit.
Merge pull request #3121 from unknownbrackets/jit-vfpu

Add a few more OUT_EAT_PREFIX flags
Merge pull request #3120 from unknownbrackets/gpu-thread

Fix some more GPU thread sync issues
Update lang
Make more strings translatable.
Some games like FF Type-0 inits viewport as 0x0
Add a class to manage IO on a separate thread.

Also separate the logic for exiting the loop based on coreState.  IO and
audio won't necessarily be tied to the frame.
Start and stop a separate thread for IO.

Not actually running anything on it yet.
Run sceIoRead operations on a separate thread.

This should improve stutter.  Also verified via a timer to improve
performance (although, not very much, ~0.07 seconds during an entire
game load.)
Give sceIoWrite the same treatment, for savedata.
Set the IO thread's name for debugging.
Merge pull request #3126 from unknownbrackets/io-async

Use a separate thread for reading/writing
Merge pull request #3125 from raven02/patch-15

Some games like FF Type-0 inits viewport as 0x0