OpenGL ES2 buildfix.

Darn it.
OpenGL ES 2 buildfix again.

Sorry.
Always return a file descriptor in sceIoOpenAsync.

Fixes #646.
Add a few missing sceDisplay syscalls.

Found in Lunar.
Implement sceDisplayWaitVblankStartMulti().

Fixes Falcom games running at too-fast framerates.
Show an FPS counter if ini option is true
Merge pull request #648 from unknownbrackets/io-minor

Always return a file descriptor in sceIoOpenAsync
Merge pull request #649 from unknownbrackets/display-multi

Implement sceDisplayWaitVblankStartMulti()
Show record high FPS
Merge pull request #650 from KentuckyCompass/fps_counter

Fps counter
Don't blacklist an invalidated texture forever.
Merge pull request #652 from unknownbrackets/texcache

Don't blacklist an invalidated texture forever
Make PPGeMeasureText() actually measure the text.

Specifically, it was skipping newlines and ignoring the last line,
so always returning 0.
Put the fps on the right side.

This way it doesn't overlap the debug text.
Merge pull request #653 from unknownbrackets/fps

Put FPS on the right side to prevent overlap
Add very simple rapid fire for Windows keyboard.

Mostly to speed up debugging.
Move currentThread init to a better place.
Move running thread resched to __KernelNextThread.

Pretty sure this is needed, but apparently it breaks Sol Trigger.
Spend less time moving ts events in CoreTiming.
Wake delayed threads directly, rather than looping.

This saves ~1% during fast forward on a release build.