sceDisplayGetVcount should apparently reschedule. Fixes #3234.
Take the closest offset framebuffer.

There could be multiple, or even an exact match too.  Make sure to take
the closest one.
Ignore the high bits of the framebuffer address.

And depth buffer.  On a PSP, these bits don't affect where it renders to
even slightly.
Remove now-unnecessary MaskedEqual() compares.

Clearer this way I think.
Actually set the offset framebuffer.

Oops.
Abuse esBuffer to track the vid/aud stream id.
Support more shift/masks in fb cluts on GLES2.
Merge pull request #6385 from unknownbrackets/framebuffer-clut

Support more shift/masks in fb cluts on GLES2
Merge pull request #6383 from unknownbrackets/gpu-minor

Check for closest render-to-tex, ignore high bits of fb addr
Typos.
Merge pull request #6384 from unknownbrackets/mpeg-streams

Abuse esBuffer to track the vid/aud stream id
Merge pull request #6369 from thedax/reschedule

sceDisplayGetVcount should apparently reschedule. Fixes #3234.
Allow loading game info without clearing old.

More seamless when we already have the icon, for example.
Refactor a bit to simplify the code.
Load the icon on the game screen with the bg.

Still looks nicer this way.
Further add a codecType check
Avoid locking up the UI for gamecache loads.

If the icon/bg is not loaded yet, we'd lock and block for it to load
anyway.  This uses a separate (or possibly atomic) lock.
Warning fix.
On main screen, show game bgs using controller.

This won't affect touch UIs but it's a nice touch for controller based
animation imho.
Use flags to specify wanted data in gamecache.