softgpu: Use SSE in alpha blending.
softgpu: Use SSE in ToRGB()/FromRGB() etc.
Oops, forgot to multiply in float ToRGBA().

Not actually used...
softgpu: Don't re-pack 8888 colors.

It's like a bad joke, but MSVC was not optimizing this out.
Merge pull request #5670 from unknownbrackets/softgpu

Use SSE in the softgpu to improve perf
Optimize some 4444/8888 color conversions.

Small performance boost in softgpu.
Merge pull request #5671 from unknownbrackets/perf

Optimize some 4444/8888 color conversions
Just add a packed version of Vec3f.

This way we can have it aligned to memory where needed.  I think it'd be
better to avoid this if possible so that we can actually vectorize
spline/etc. code.

Fixes #5673.
Merge pull request #5675 from unknownbrackets/softgpu

Just add a packed version of Vec3f
Dumb mistake, forgot the divide.

Probably caused the blending issues.
Buildfix for 32-bit x86, arg.
Inline From/ToRGB(A) to avoid losing SSE.

Otherwise it has to store it, which I'd like to avoid.
Improve SSE usage in software transform.

It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help.  Speeds up things with hardware
transform off, or areas that need to use software transform.
Merge pull request #5677 from unknownbrackets/perf

Minor perf improvements to software transform
Fix ToRGB/ToRGBA possible accuracy loss.

It was always like this, but not used as much before.  Shifts are fast and
it eneds to sum anyway, there should not be any benefit to multiplying as
floats, and it will probably lose accuracy.
Execute android profiler on Exit.
Workaround for #5652: Force size to 0 if negative.

Should be fairly safe, and passes tests nicely.
Update lang
Improve logging in sceSasSetVoice
Update native with improvement to kb nav fixing #5680