Don't trigger an interrupt when cb = -1.
Count cycles in the GPU, rough guess at timing.

Doesn't actually do anything yet with the count, though.
Always trigger FINISH and SIGNAL from END.
Handle displaylist state more like the PSP.

All these changes from Orphis' hard work.  Things still looking good.
Return more correct values in sceGeDrawSync().
Don't actually run sceGeListEnqueueHead right away.
More fixes for Qt. Get games to launch (but black screen).
Implement sceGeBreak()/sceGeContinue().
Merge pull request #1174 from unknownbrackets/dlist-parts

More of Orphis' dlist rewrite (continue/break, status, errors)
Gundam vs gundam NP encounter limit = 0
Merge pull request #1175 from raven02/patch-6

Gundam vs gundam NP OSK saving fix
Fix build with gcc 4.8.0
Merge pull request #1178 from niepodam/gcc480

Fix build with gcc 4.8.0
Added sceZlibDecompress and VS2010 build fix

Fixes ULUS10121 Bomberman
MSVC buildfix.
Keep a flag to indicate display list bailout.
Always trigger interrupts on signal.

It seems likely the hardware does this.
Change the state in PSP_GE_SIGNAL_HANDLER_SUSPEND.
Switch to a fixed size displaylist queue.
Implement sceGeListDeQueue().

Doesn't seem often used, though.