Allow render-to-tex with > 16 y offset.

Trying to keep it cautious in case our sizes are wrong.
Add memory breakpoints on sceIo read/write.
Detach a format mismatch that's not rendering.

Assume we'd be better off reading ram.
Just don't use render-to-text format mismatches.

This already excludes CLUTs.
Merge pull request #6300 from unknownbrackets/gpu-blocktransfer

Try to handle more block transfer / tex render cases
Reschedule after many cases of eating cycles.

All of these eat enough cycles they could cause issues in a loop, and I'm
pretty sure they would reschedule.
Avoid making FBO copies in the debugger.

When it binds the texture preview.  Not needed.
Support gpu memcpy/memset line-by-line.

Fixes some glitches in Final Fantasy Tactics, which uses memset line by
line (at width, not stride.)

Should still be relatively safe, unless a buffer is detected as too tall.
The memcpy() will still happen anyway.
Allow oversized gpu memcpys.

Seems to happen in Mana Khemia, where it uses h=384, but it looks
legitimate.
Take the nearest fbo for a y-offset memcpy().
Oops, fix Qt missing debugger stuff.
Report possible textures at subareas > 32.

For the ones outside the hack 0x04110000 range.
Merge pull request #6305 from unknownbrackets/resched

Reschedule after many cases of eating cycles
Merge pull request #6308 from unknownbrackets/gpu-minor

Support gpu memcpy/memset line-by line
Limit the amount of texture scaling done per frame, to reduce stutters

Scaling causes really bad stutters in some games on some hardware.

This should also reduce the impact of pathological cases like the first
boss of FF Type-0 to be more bearable.
Comment out the deferred scaling logs.
Clear STATUS_TO_SCALE at a better place
Update native
Minor cleanup in texcache
The "fallback" title is already set, don't need to set it again