Initial support for texturing from framebuffers.
Try to adjust texture size for fbo dimension
Merge branch 'master' into framebuffer-texture
Merge branch 'master' into framebuffer-texture
implement some stuff
Merge branch 'master' into framebuffer-texture

Conflicts:
	GPU/GLES/StateMapping.cpp
Fall back to glGenerateMipmap on OpenGL ES 2.0 for now, explanation in comments.
Enable 4x aniso by default, just because. This might be turned into an option later.
Depth range should not be applied in through mode. Fixes sky in Wipeout Pure.
Merge branch 'master' into framebuffer-texture

Conflicts:
	GPU/GLES/TextureCache.cpp
ZWRITEDISABLE should flush drawbuffer. Fixes road glitches in Ridge Racer and MotoGP.
Turn down texturecache logging a bit. Fix unfinished optimization.
Merge remote-tracking branch 'hrydgard/master'
Initial sceKernelRotateThreadReadyQueue().

Might not be right but it's closer.
Makes games that call this func much faster.
Fix completely wrong thread status switching.

Wow, kinda surprised this even worked...
But now things that use sceKernelRotateThreadReadyQueue are broken again.
Start the root thread as running, properly.
Keep running threads at the top of the list.

There we go, this seems more right.  Switched to a std::list too.
sceKernelRotateThreadReadyQueue(0) means current.
Don't use an f suffix in GL shaders.

Error found in Hexyz Force.
Return an error for invalid priority.
Only switch to a started thread if better priority.