Until we implement more of sceAtrac, it's better if it pretends to be successful always apparently...
Avoid setting texture filter over and over again.
Oops (forgot to remove a debug statement).
Add glViewport to cached gl state. Add a couple of missing VFPU ops.
Save on gl[Enable/Disable]VertexAttribArray calls.
Allow mipscalls to change the return value.

At least, seems like mpeg needs this.
Seems more platforms want <signal.h>
Move Action out of Common, don't use savedV0.

Compiler error was annoying me anyway.
Update Core/HLE/sceAtrac.cpp
Mpeg timestamps are in the wrong dword order.
Notice the end of video and error appropriately.
Enable fake mpeg mode by default.

Note: loaded save states will have it off.  No UI yet.
Fake the audio timestamp, games check it.
Merge pull request #349 from Darth1701/master

Atrac fix for Brandish and SoraFC
Merge pull request #348 from unknownbrackets/mpeg-fix

Fix games broken by the mpeg merge
Stub some scePsmfPlayer funcs to make games work.

Intentionally left out of DoState to avoid breaking save states for
such a little stubbing.
Use 100% because 80% is in some games' deadzone.

Like Senjou no Valkyria 3.  Also some games register it but move slow.
Merge pull request #350 from unknownbrackets/psmf

Stub some scePsmfPlayer funcs to make games work
Merge pull request #351 from unknownbrackets/analog-fix

Use 100% because 80% is in some games' deadzone
Update Core/Loaders.cpp