Change some log level.
Initialize thread regs with 0xDEADBEEF.

Also initialize the float regs to NaN.
Fill registers with 0xDEADBEEF after most syscalls.

Some, like sceMpegRingbufferPut(), we don't, since... it's complicated.
But most we do, like a real PSP does.
Add a setting to skip 0xDEADBEEF reg filling.

For debugging purposes.  Can't think of a better way.
When using a bad atrac ID, return proper errors.

Tested each func with invalid ids.
Return an error when no data set yet.

Specifically this happens if you sceAtracGetAtracID, but don't set any
data yet.  Games might check for it to load in data.
Adjust some atrac reporting/logging.
Report and return errors for bad atrac data.

The PSP returns errors for invalid data, so we should too.
Fix state value in atrac context with no buffer.

Unlikely games use this, but they could.
Initialize atrac context values per PSP tests.
Cap the buffer size in sceAtracSetDataAndGetID().

Not sure if this should be done in the others or not...
Fix a stupid bug in bloom
Merge pull request #4218 from shenweip/Log

Change some log level.
Blackberry: Support receiving invocations from system. Set as a default application for ISO, CSO, PBP and PRX. Check in NativeInit if the system has requested for us to start a specific file.
Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
Remove redundant call to ConvertColors, skip a copy when possible
No need to set PACK parameters when we UNPACK
Merge pull request #4387 from hrydgard/unpack_subimage

Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
Merge pull request #4369 from unknownbrackets/deadbeef

Fill regs with 0xDEADBEEF after syscalls...
Merge pull request #4344 from unknownbrackets/atrac-minor

Improve basic error checking in sceAtrac