Update submodules
Fix vf2i properly on x86.
Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations.
Process frame timing on frame boundaries instead of flips. Frameskipping works better in many games.
Switch back to gcc 4.6 temporarily (android)
Oops
Try fixing sceJpegGetOutputInfo again

I guess the colour info address isn't supposed to be updated if the jpeg errors out, or I think so based on reports from the God Eater Burst thread in the forums. This shouldn't affect working jpegs since the address is still being updated before returning, just not if it errors out. If this doesn't work for the save from the forums, it would have never worked in PPSSPP builds up to today (it basically makes the function _only_ return null without updating the colour address, making it the equivalent of the only implementation other than mine, which was a stub, if it errors out). The previous commit I made worked in the Japanese version, but still bounced back in the US version (wtf?).
Merge pull request #3088 from CPkmn/patch-2

Try fixing sceJpegGetOutputInfo again
Fix VCMP (VC_TR) and optimize a little
Update native (use proper win32 condition variables in 64-bit builds)
Merge pull request #3082 from raven02/patch-12

Fix black/missing textures in few games
Remove Stream VBO option.
Merge pull request #3095 from thedax/removeStreamVBO

Remove Stream VBO option.
Change the Atrac3+ download buttons slightly to avoid confusion. It's fine to always show the button, but change it when we have it downloaded already.
Merge pull request #3096 from thedax/minorAtracTextFix

Avoid confusion with Atrac3+ plugin download button.
Fix some translation issues and change a variable name(it was supposed to be iSFXVolume, but for some reason it never got changed over).
Merge pull request #3097 from thedax/patch-1

Fix some translation issues.
Sanity checks for shadow glyphs

Partially fixes text, huds and videos in Jeanne d'Arc.
These changes shouldn't negatively impact other games since all it does is makes sure shadow glyphs are within the vector sizes.
The text, huds and videos still don't fully display, but that's because of something else.
Update PGF.cpp
Add a setting to launch a separate CPU thread.