Avoid triggering SYNC ge signals.

Fixes #5806, bcause it avoids rescheduling at the signal, which it should
not do.  Possibly this is incorrect for all GE signals, but we don't need
to trigger any behavior on a sync anyway.
Don't trigger pause GE signals either, comments.

This better explains what each signal does.
Handle GE pause signals per tests.

They really should pause, but we were resetting them incorrectly.
And most importantly, sceGeContinue() inside the signal handler absolutely
must work.  Games use this a lot.
Update GE lists when switching.

This uses a mutex, so it should be safe to do any time.  Really helps
debugging hung lists.
Don't mark a list complete too early.

This would matter probably mostly if we implemented CONTINUE properly.
Oops, downgrade from ERROR to DEBUG, and -report.
Initialize textStart/textEnd for fake modules.

Otherwise we try to unload random memory, sometimes this breaks weird
things.
Don't reschedule when writing to stdout.

Let's still capture the output, though.
Merge pull request #5851 from unknownbrackets/stdout-intr

Don't reschedule when writing to stdout.
Merge pull request #5841 from unknownbrackets/ge-signals

Improve sync and pause GE signal handling
Avoid unknown get pointer in Rasterizer.cpp

Find in #5350 in softgpu
Re-replace functions after loading a savestate.

Might need to clear before saving too... anyway, this makes testing a bit
easier for certain areas.

Also, correctly decrease downcount on x86.
Merge pull request #5853 from sum2012/soft-gpu

Avoid unknown get pointer in Rasterizer.cpp
If a larger framebuffer is needed, upgrade it once.

This should prevent issues where it gets larger and smaller like in the
past.
When uploading video pixels, detect w/h by size.

Sometimes the framebuffer size is incorrect, but kinda works... but this
is a problem for the video.  Using the size gets us better.

In Wild Arms XF, the framebuffer is 512x512, but that's not right.  It's
clear it should be 480x272.
Regress fix https://github.com/hrydgard/ppsspp/issues/5769
Rather than only enlarging, watch for persistence.

If the game keeps using something at a new size, we know it's time to make
some adjustments.
Merge pull request #5857 from raven02/patch-1

Regression fix #5769
Handle ABSDIFF blending mode using GL_EXT_shader_framebuffer_fetch
Turn off regular alpha blending