Adapt the basic spline code from the softgpu to the GL code.

Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
Update native with android buildfix
Update sceNet.cpp
Forgot this one..
Merge pull request #3331 from CPkmn/patch-4

Display group name for sceNetAdhocctlConnect
Build fix Blackberry and Linux Qt.
Add some kernel-related HLE stubs for reporting.
Add a bunch of HLE functions for better reporting.
Fix 26-bit reloc truncation (was 30 bit...)

Hopefully didn't affect anything?
Avoid some dangerous hex constant widths.
Clean up some minor aliasing.
Remove the gpu->Resized() on video play.

Doesn't seem necessary anymore, can cause blinking.
age is int and should be age == 0
Merge pull request #3335 from raven02/patch-11

age is int and should be age == 0
Use UnRAR in non-windows platform

https://github.com/hrydgard/ppsspp-lang/commit/1d89c212498fdf68fdf7f322434b7e4bb90ac486
Merge pull request #3336 from sum2012/patch4

Show UnRAR rather than WINRAR in non-windows platform
Merge pull request #3334 from unknownbrackets/mpeg-minor

Remove the gpu->Resized() on video play.
Merge pull request #3333 from unknownbrackets/reporting

Add a bunch of HLE funcs + fix bad reloc masking and warnings
Track number of GPU commands executed per call level.

This is to get an idea if it would be beneficial to compile and cache display lists. Looks like it would be for some games, for example in GTA it's often 20k/80k/20k commands per frame - that is 100k executed commands per frame that could potentially just be executed instead of interpreted. Likewise in Wipeout. Of course, this means yet another cache with invalidation issues etc..
Add glstate.colorLogicOp.disable();