Attempt for another matching framebuffer logic
Turn up logging.
Use a CORE_POWERUP state when starting.

Otherwise, we could startup in CORE_POWERDOWN in a second game, which is
confusing.
Make sure the gpu thread has a chance to run.

If the scheduler puts it on the same core, it may not even do anything
before we check if the framebuffer is dirty, so SyncThread will quit since
it's not even running.

Instead, let's wait until it's at least done something.
Remove the extra process queues hack.

It seems like it's not helping anymore so it could be hurting.
Don't schedule a finish event when not running.

Otherwise it'll get it when it does run, and stop early.
Implement SetCurrentThreadAffinity on Android.

But, it doesn't really seem to improve performance.
Don't burn the cpu while idle in multithread.
Merge pull request #4493 from shenweip/patch-2

Turn up logging.
Merge pull request #4495 from unknownbrackets/multithread

Fix some issues in multithreading on Android
Merge pull request #4491 from raven02/patch-15

Attempt for another matching framebuffer logic
Fix issue with texcoord speed hack (bPrescaleUV) in software transform

(and also thus rectangles of course even when hw transform is enabled)
Don't reconvert light colors if they don't change.

Also prepare for a possible further optimization in GLES_GPU::FastRunLoop
softgpu: Fix stencil read/write in some formats.
softgpu: Never write alpha, only stencil.
Invert gstate.getClearModeColorMask().

It makes more sense matching gstate.getColorMask().
softgpu: Simplify color clamping.
softgpu: throughmode doesn't disable any tests.
softgpu: Apply stencil op even when depth disabled.
softgpu: Don't apply logic op to stencil value.

Also, they were not at all applying correctly.