Remove savedIdRegister/MIPS_CALL_ID.

We've never trusted it anyway, simpler without dealing with this stuff.
Ridge Racer hack: Flush after every prim if fb addr == tex addr.

Fixes the bloom errors. @unknownbrackets discovered this method.

Not sure if I want to merge this.. It does add yet another check
to a critical path.
Improve sceKernelDelayThread() timing.

A delay of 0 never reschedules, actually, unless there's a better priority
thread.  A greater delay depends on if a >= or similar check matches, but
generally is at least 200us.

It seems like this actually completes in at least another 10-20us.
Allow exact render-to-tex format mismatches more.

If the right format was used recently, it's still okay.  Also check the
x/y offset to try to find the best match.
Clear vertex attrib arrays before output to screen.

Doesn't seem to help the mis-enabled arrays, though.
Make sure not to leak any enabled vertex arrays.

When returning to EmuScreen, we need to reset any enabled vertex arrays or
we could crash in EmuScreen.  Also, when starting a frame / dirting the
shader, make sure also to toggle the vertex arrays.
Eat some cycles when switching threads.

There's a cost and it seems to be at least this much.  Matters for
Wipeout Pure when callbacks are allowed to wait.
Fix a warning on 32-bit that might be bad...
CMake 3.0: Fix DL_LIBS being reset for Blackberry.
Adjust strlen() cycle approximation.

The hashed implementations take several cycles per character.
Fix a crash on read from stdin.

Found in a homebrew demo.
Don't wake a killed list in ge callback end.

Fixes #3198, some homebrew demos locking up.
Merge pull request #6404 from unknownbrackets/ge-minor

Don't wake a killed list in ge callback end.
Merge pull request #6403 from unknownbrackets/sched-cycles

Eat cycles when context switching and delaying
Merge pull request #6402 from unknownbrackets/gpu-minor

Fix render-to-tex when format temporarily mismatches
Clear buffers right after creating them.

Seems like some drivers have trouble otherwise.
Qt: The .desktop version isn't related to app version.
App uses VERSION from Settings.pri instead.
Also, Qt version checker didn't work in Qt3 anyway so no need for this check.
Update outdated comments in PPSSPP.pro.
When scanning or relocating, check replacements.

Just to make sure we don't wrongly detect the length or unresolve a var
wrong etc.
Properly respect resolveReplacements.

And use the same opcode reading func in armjit as x86jit.
Fixes Star Ocean on Android.
Don't need this flag, it read from memory.