add D-Pad diagonals for DirectInput;
Improve GE disasm for a few commands.
Fix bone matrix number disasm.
Threads starting better threads should stay at top.

This wasn't correct, I think I must've added it because something else
should've been rescheduling.
Update tests.
Eat cycles in sceKernelReferThreadStatus().

Improves .hack//Link (demo)'s perf significantly, doesn't hurt anyone
else.
Merge pull request #1764 from unknownbrackets/thread-funcs

Scheduling fix and test update
Merge pull request #1759 from CrazyMax/master

add D-Pad diagonals handle for DirectInput
Merge pull request #1763 from unknownbrackets/gpu-minor

Improve GE disasm for a few commands
Merge pull request #1765 from unknownbrackets/perf

Eat cycles in sceKernelReferThreadStatus()
Mix add and xor in the texcache for better results.
Reuse the fullhash when it triggers a reload.

Instead of hashing it again a few microseconds later...
Load the clut only using LOADCLUT, not every tex.

This is a small optimization, and should match PSP behavior better.
It also allows us to hash the clut and convert colors less often.
Don't invalidate textures based on the clutaddr.

The cluthash should be sufficient, and this is less to pass around.
Only apply the clut offset when using the clut.

This may fix games that use the clut offset having wrong colors.