Delay GPU signals and waits to simulate cycles.
Make sure lists aren't reused before they complete.
Slow down the GPU clock estimate.

This makes  Fat Princess for example much faster.
Don't allow two drawsyncs to be in play at once.
Use regular events for GPU for now, quicker.

There's too much latency in threadsafe events, causing tests to fail.
Might break games too.  I guess they need to execute more often...
Treat the keyboard and pads differently.

We basically never want two pads active at once, but keyboard is
different.  So, they need to be treated differently.

Fixes #1212.
Add "Use Media Engine" to pause screen as well
Initial stab at implementing some new memory funcs.

Borrowed from JPCSP, kept simple.  Need to do tests.
Adjust FBO decimation to optimize for creation.

But, keep aggressively decimating for a few frames.
Keep Fast Memory as unstable
Merge pull request #1216 from unknownbrackets/alloc-func

Initial stab at implementing some new memory funcs
Merge pull request #1215 from raven02/patch-1

Add "Use Media Engine" to pause screen as well
Merge pull request #1213 from unknownbrackets/dlist-cycles

Try to match GPU cycles to the CPU
Merge pull request #1214 from unknownbrackets/pad-fix

Treat the keyboard and pads differently
Change FBO age back to 5, gets in a create loop...
Initial sceMpegGetUserdataAu() from JPCSP.

Because I got the stub wrong, so now it does something.
Merge pull request #1219 from unknownbrackets/mpeg-fix

Initial sceMpegGetUserdataAu() from JPCSP
Merge pull request #1217 from unknownbrackets/fbo-flicker

Adjust FBO decimation to optimize for creation
Buildfix for iOS.  Fixes #1220.
Fragment Shader : use mix() for decal/blend