Fix Summon Night 5 shadow breaking
This seems to be better
Fix typo
OSX build fixes for the Qt version
Merge pull request #4554 from Bigpet/QtMacOSBuildFixes

OSX build fixes for the Qt version
Flip the descender in char info.

This makes it close to the value from a PSP (just rounded to 64...)
Return # of glyphs, not charmaps, in font info.

This makes it match the value from the PSP, and seems logical (the charmap
value is hardly useful, and might lead me to overallocate space for the
glyph bitmaps...)
Check for non-indexed glyph advance values.

This change from JPCSP:
http://code.google.com/p/jpcsp/source/detail?r=3350
Improve the performance of getBits().

Well, it's not used much, although it's much faster now, heh.
Simplify GetGlyph() and getBits() usage a bit.
Match ascender/descender values per character.

This makes sense, and matches the ascender/descender for my fonts.

However, it could be wrong for vertical fonts... not sure.
Read in the shadow flags and give them to the game.

Yay, now this struct seems to match the PSP.
Cut down on unnecessary allocs in font loading.
Support replacement chars in sceFontGetCharInfo().
Minor correctness: don't zero extend bpp bits.
Qt desktop Buildfix.
Merge pull request #4529 from raven02/patch-19

Fix Summon Night 5 shadow breaking
Merge pull request #4560 from unknownbrackets/font-minor

Fix fields in char info and font info, speed up font loading a little
Support reversed buffer formats in the ge debugger.

So that it doesn't show garbage under the softgpu.
Detach the GE debugger on close.

And attach in a few missing places, clean up a few comments.