Remove unnecessary define. Add Qt5 compatibility to qmake file.
Add some stats to get some idea of much alpha tested drawing we do.

Turns out it's one hell of a lot and we really should fix this by
checking both vertices and textures to deduce when we can just skip
alpha testing safely, probably quite often.

I care about this because alpha testing drawing is very expensive
on some mobile chips.
Speedup a few 2D games on mobile by eliminating the alpha test in some conditions

That is, if there's no depth testing/writing, and the alpha equation will produce the same result as the alpha test (when the alpha test is >= 0 or != 0 and the blend func is safe), we turn off the alpha test.
Oops
Clamp bad audio pitches for safety.
Remove some unused options, and move one out of the "These are broken" section.
Merge pull request #3447 from thedax/master

Cleanup: Remove some unused options, and move some out of the "These are broken" section.
Clarify an option name. It could be potentially confusing.
PowerVR: work around what appears to be a driver bug with equality test + discard, but not completely sure that discard isn't just broken.

If this change breaks something, it was probably already broken, and it's PVR-only.
Merge pull request #3448 from thedax/master

Clarify an option name. It could be potentially confusing.
Add GE_COMP_NEVER for alpha/color test to return false.
Stop practicing thread necromancy.
Disable sceKernelDelayThread() w/intr disabled.

But automatically resume the dispatch thread if only it is disabled.
Oops, disabling a subintr did not work.
Update tests.
Disable common wait funcs while intr disabled.

Per PSP tests.
sceKernelDelaySysClockThread() cleanup.

It doesn't wait either of course.
Return proper errors while dispatch disabled.

In at least the majority of waits.
Disable some common waits inside interrupts.
Should keep default case