Approximate better with two fixed blend colors.

Having one be constant, or having a nearby blend, is better than fixing
both to 1.0 or 0.0.
FIX unintelligible sequence of decimal characters on savedialog.
    ppge_atlas JPN font define ShiftJIS -> UTF8 is all ok.
    but, cannot use all of chinese character. bacause blockAlloc failed.　
    So no change drawing Kanji.
    you can try to change native/tools/atlastool.cpp USE_LEVEL for all of chinese character.

FIX savedialog XXXGetStatus() loop. for daungeon traveler 2.
　　　　Can now be saved it.
FIX sceAtrac getCodec  InvalidMemory
Merge pull request #1618 from unknownbrackets/gpu-minor

Approximate better with two fixed blend colors
I'm sorry. Comment was unnecessary
and sceAtrac too.
Merge branch 'master' of https://github.com/hrydgard/ppsspp into jpnfont
Merge pull request #1616 from PeterTh/master

Add global threadpool, use it for texture scaling parallelization
Update native
Merge pull request #1620 from nachume/jpnfont

FIX unintelligible sequence of decimal characters on savedialog.
Refactored Texture Scaling, changed options & gui to separately select scaling level and method
Buildfix (non-windows)
Merge pull request #1621 from raven02/patch-14

Buildfix (non-windows)
Use boost to do C++11 features on Symbian. Use namespaces.
Buildfix for iOS and Android.
Buildfix for Symbian.
Hack for Meego. For some reason it's not compiling ThreadPool.cpp
Clean up some menu options and consistency.

Fixes cases where the & is already used, uses title case consistently,
and moves a couple options around to make the menu shorter and more
organized so related options are near each other.
Android : Shorter sound delay
Merge pull request #1625 from raven02/patch-15

Android : Shorter sound delay
Merge pull request #1624 from unknownbrackets/windows

Clean up some menu options / consistency in Windows menus
Don't scale textures in "kernel" memory (like the 2048x2048 PPGe texture).