Slightly improved OpenGL error handling on Windows
Set default pixel mode for sceMpeg to 8888
Update native ("make it a bit easier to select stuff in lists")
Enable accelerometer support for Qt (Symbian for now). Add back vertex cache option for Symbian.
Revert pull 910, fix for numerous games, frameskip
Qt build broke
Merge pull request #941 from Xele02/qt_work

Qt build broke
If the out is RA, delay slot isn't nice for jal.

Fixes Phantasy Star Portable 2 in jit.
Don't bother checking nice, just do it after.
Merge pull request #940 from unknownbrackets/logging

Add a VERBOSE logging level + show thread name in log
Merge pull request #938 from xsacha/master

Revert pull 910
Merge pull request #944 from unknownbrackets/jit-minor

Fix jit bug with jal found in Phantasy Star Portable 2
Merge pull request #945 from unknownbrackets/logging

Retain the first directory level in logging
Start with sceIoOpenAsync() cleaning up async io.

Now it actually fires the callback as necessary.  Some games care.
Tests show async result is a sign-extended s64.

Errors become fffffff80010002, etc.
Correctly notify callbacks on sceIoCloseAsync().

And remove defAction, it was the wrong way.
sceIoLseek() should sign extend error codes.

< 0 means error, and 0x0000000080000000 is not < 0.
sceIoRead() always reschedules, and handle async.

Tried to estimate some rough timing.  Fixes Unchained Blades.
Make async IO actually wait for completion.
Make sceIoLseekAsync() etc. work better + cleanup.

No need to have this logic duplicated.