Re-add uniform location checks even though they aren't needed

Spec says that setting uniform -1 does nothing.
Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe)

This is cheap but incomplete.
To do it more "right", we need multipass when blending or alpha test is enabled, ugh. That's for later.

Anyway, this improves the glow situation in Wipeout somewhat. Still lots of stuff that glows that shouldn't, but a little less overwhelmingly bright.
Wrap sceKernelGetModuleIdList

maybe first step of solve #2404
Realized it's ok to combine the stencil-to-alpha with alpha testing as it's done within the shader, before we replace alpha.
Must set the EXECUTEONCHANGE since we dirty.
Merge pull request #4710 from sum2012/patch-1

Wrap sceKernelGetModuleIdList
Correct sceKernelTlspl func names, etc.

This is mostly pedantic but it's nice to have the right names.
Correct some syscall names.
Do not wrap stencil values on INCR/DECR.
When writing stencil to alpha, consider fb format.
Merge pull request #4711 from unknownbrackets/syscalls

Minor syscall name cleanup
Merge pull request #4712 from unknownbrackets/stencilalpha

When writing stencil to alpha, consider fb format
Disable frag shader stenciltoalpha in clearmode.
When blending (and we thus can't use stencil-to-alpha in frag shader), always write zero to alpha.

It seems the PSP doesn't blend in the alpha channel.

Reduces glow problems in Gods Eater Burst and Wipeout - although Wipeout loses some glow
that should be there.
Update README.md and submodules
Return success when initial networks fail.
Typo
Add a warn logging.
Merge pull request #4713 from shenweip/patch-11

Return success when initial networks fail.
Remove "topbar" from recents screen, looked cluttered and didn't feel
necessary.