Don't blacklist an invalidated texture forever.
Merge pull request #652 from unknownbrackets/texcache

Don't blacklist an invalidated texture forever
Make PPGeMeasureText() actually measure the text.

Specifically, it was skipping newlines and ignoring the last line,
so always returning 0.
Put the fps on the right side.

This way it doesn't overlap the debug text.
Merge pull request #653 from unknownbrackets/fps

Put FPS on the right side to prevent overlap
Add very simple rapid fire for Windows keyboard.

Mostly to speed up debugging.
Move currentThread init to a better place.
Move running thread resched to __KernelNextThread.

Pretty sure this is needed, but apparently it breaks Sol Trigger.
Spend less time moving ts events in CoreTiming.
Wake delayed threads directly, rather than looping.

This saves ~1% during fast forward on a release build.
Add a std::vector wrapper to do remove/pop/push.

It showed up in a profile after all.  Cut down more than 1%.
Minor perf gain in __KernelNextThread.

Just like .1% but was hoping Mr. Optimizer would do this for me.