Apply a very specific hack for Danganronpa.

This should allow playing at non-1x resolutions, and without slowing down
the entire game just for one small framebuffer.

Generally, hacks are a bad thing.  But even with memcpy and block transfer
stuff, we'll never be able to solve this game without some sort of hack.
Detecting memory reads will complicate cross-platform compat or slow
things down.
Merge pull request #6145 from unknownbrackets/danganronpa-hack

Apply a very specific hack for Danganronpa
Add a missing Dangan Ronpa 1 hack

Dangan-Ronpa 1 PSP The Best Ver
Merge pull request #6147 from sum2012/Danganronpa

Add a missing Dangan Ronpa 1 hack
Allow changing "read framebuffers" at runtime.

Fixes #6149.
Play it a bit safer on rendering mode changes.

This way funny things should be less likely.
Clear jit when changing "fast memory".

This way it takes effect immediately.
Allow jit to be enabled/disabled at runtime.
Report GHA phase shifting.
Merge pull request #6155 from unknownbrackets/ui-tweaks

Allow jit and fast memory to be reconfigured at runtime
Merge pull request #6154 from unknownbrackets/gpu-readpixels

Fix some rendering mode changes
Oops, forgot to move this, darn it.
Oops, reversed the check.
Support memsets of framebuffers as uploads.

Technically should clear stencil too... maybe it'd be better to handle
separately.
Support swizzled framebuffer downloads.

Used in God Eater 2 when showing the load save screen.
Use a separate func for gpu memset().