Simplify texture status checks a bit.
Don't dirty the texture on texmapenable.

Tales of Phantasia X flips on and off texturing during battle transitions.
This causes tons of needless rehashes.
Merge pull request #5869 from unknownbrackets/texcache

Avoid rehashing an unchanged texture
Blacklist GLTools (Chainfire3D-like app for 3.0+)
Merge pull request #5870 from VIRGINKLM/master

Blacklist GLTools (Chainfire3D-like app for 3.0+)
More elegant way of solving #5839 (d_private in sceIoDread)

We flag filesystems as being FAT32 instead of checking for "ms0:".
Use flags to avoid hashing textures when unchanged.

If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
VFSFileSystem too
Make strcpy_limit slightly more sane.
Switch to a bitmask instead.
Merge pull request #5871 from hrydgard/sceiodread_ms0check

More elegant way of solving #5839 (d_private in sceIoDread)
Merge pull request #5872 from unknownbrackets/texcache

Use flags to avoid hashing textures when unchanged
Simplify gstate_c savestate code a bit.

So it's not as awkward to modify.
Propagate texcache hash fails through cluts.

In games that use palette swapping (hi, FF2), if we detect a change in
a texture, another texture with the same address but new clut might not be
rehashed.

This just marks all other textures as dangerous when a hashfail occurs.

Fixes FF2 from recent optimizations.  It's slower, but still much faster
than before.
Fix texture cache invalidation.
temp update
Avoid unbinding the current fbo on block transfer.

Improves God of War performance by 25% (at least in the demo.)
Optimize the case of a direct byte copy.

Small improvement (like 3.5%) in God of War.
Interpret iForceMaxEmulatedFPS based on 1.001 NTSC.
Merge pull request #5877 from unknownbrackets/gpu-minor

Improve God of War performance