Add NaN handling to vf2i , vsge , vslt
Revert pull 910, fix for numerous games, frameskip
Show the current thread name in the log file.

This is very useful, although it kinda entwines the logging a bit
more than might be desired.
Add a VERBOSE logging level, for noisy logging.

The debug log is hard to look at because it has so much unneeded info.
Turn down logging for things that can be inferred.

If you see a thread switch for a vblank wait, you know what happened.
Turn down logging for LwMutexes.

No one seems to have run into issues with these for a while, and they are
quite noisy, since games use them as lightweight locks.
Fix logging during savestate.
Also clear the logging thread name on shutdown.
Merge pull request #941 from Xele02/qt_work

Qt build broke
If the out is RA, delay slot isn't nice for jal.

Fixes Phantasy Star Portable 2 in jit.
Don't bother checking nice, just do it after.
Merge pull request #940 from unknownbrackets/logging

Add a VERBOSE logging level + show thread name in log
Merge pull request #938 from xsacha/master

Revert pull 910
Merge pull request #944 from unknownbrackets/jit-minor

Fix jit bug with jal found in Phantasy Star Portable 2
Retain the first directory level in logging.
Merge pull request #945 from unknownbrackets/logging

Retain the first directory level in logging
Start with sceIoOpenAsync() cleaning up async io.

Now it actually fires the callback as necessary.  Some games care.
Tests show async result is a sign-extended s64.

Errors become fffffff80010002, etc.
Correctly notify callbacks on sceIoCloseAsync().

And remove defAction, it was the wrong way.
sceIoLseek() should sign extend error codes.

< 0 means error, and 0x0000000080000000 is not < 0.