Buildfix Android, darn.
Don't optimize for debug build.
Merge pull request #474 from Xele02/testsceio

Don't optimize for debug build.
TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range.
Hacky implementation of sceVaudio, whatever the point of that API is...
Optional logging (ifdef) of cache calls for debugging
VFPU: cap/floor float-to-int conversion instructions
add skeleton implementation of "cache" instruction
Fix a few graphics issues, optimize shader ID generation (fewer shaders)
Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
Log in all build game output. This can help debugging with user log.
Implement sceRtcGetDosTime and sceRtcSetDosTime. Pass the test.
This was RE since the values to return are not logic at all.
Move blackberry files in to their own directory as it is unrelated to SDL
Return a fake id for *AndGetID() atrac funcs.
Add error handling ERROR_SAS_INVALID_SIZE and ERROR_SAS_INVALID_PAUSED
Hack to prevent games from lagging on atrac errors.
Clearing FBOs on bind was a bit too aggressive an optimization.
Make scePsmfPlayerCreate create psmfPlayers.
Put core as first paraemeter for DEBUG_LOG
Merge pull request #476 from xsacha/master

Move blackberry to its own folder