Restore accidental change to sceAtracGetInternalInfo, minor indentation reduction, demote a log message
sceAtrac: Force mono when needed. (see #4248)
Reset viewport in CopyDisplayToOutput. Fixes flickering video in non-1:1 resolutions in some games.
Add proper support for upscaling shaders, add Spline36 upscaling

Spline36 isn't as amazing as I had hoped heh. And it will need work to
work in GLSL ES. Anyway...

This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
Add ugly hack setting for PowerVR to disable alpha test

Causes glitches but the speedup is truly massive in some games so I relent :/

Please do not report graphics bugs when this is enabled...

Future: Maybe remove this setting except on PowerVR?
Buildfix
Increase sceUtilityUnloadModule log level
correct last time commit

seem this should right
Only clear the shader cache when toggling "Disable alpha test"
Fix DmacMemcpy and sceDmacTryMemcpy by @unknownbrackets

Fix Ikki Tousen - Eloquent Fist crash
Merge pull request #4289 from sum2012/sceDmac

Fix DmacMemcpy and sceDmacTryMemcpy by @unknownbrackets
Add error log of SCE_KERNEL_ERROR_LIBRARY_NOTFOUND in sceUtilityLoadModule
Let's only bother with symbol loading on the desktop.
Small optimization for Disable Alpha Test - makes sure we don't generate the same shader twice.
Merge pull request #4288 from sum2012/log

Fix Naruto Shippuden Kizuna Drive (error module load failed)
Fix postprocessing shaders on Tegra
Fix a bug where we would push two gamepausescreens in some circumstances.

+ a cosmetic fix.
Put vtimer args on the stack, skip allocation.

This is roughly where they are on the PSP based on tests, and it avoids
having to manage memory or etc.
Correct errors from sceKernelCancelVTimerHandler().
sceKernelCancelVTimerHandler() resets handler only.