Forget the bound texture on fbo_create().

Just in case, since it overrides the texture.
Update native to cache bound fbos.
Only unbind the read fbo id draw can be skipped.
Avoid unbinding the draw fbo where possible.

If we're just going to bind another one, no need to trade around.
Rebind the fbo after inter-buffer copy.

Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
Perform intra-buffer blits directly.

As far as I can tell, this doesn't need a temp fbo.
d3d: Avoid rewriting textures, just swizzle.

Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.

Technically we could do it in OpenGL as well.

Small (1-2%) performance improvement in FF2.
d3d: Correctly disable stencil testing.
Merge pull request #6800 from unknownbrackets/fbo-bind-opt

Optimize framebuffer binding and blits
Merge pull request #6801 from unknownbrackets/d3d

d3d: Avoid rewriting textures to BGRA from RGBA, just swizzle
Fix sceKernelSelfStopUnloadModule parameters

According to http://code.google.com/p/jpcsp/source/detail?r=3597
Correct sceKernelSelfStopUnloadModule 's name and logging
Use 8888, always, for Danganronpa's FBOs.

This should fix dithering on draw causing problems for Adreno 3xx devices.
Merge pull request #6807 from unknownbrackets/danganronpa-hack

Use 8888, always, for Danganronpa's FBOs
Oops, buildfix Android/etc.

This is not declared there.
Use the debug interface to compare screenshots.

This way it's already implemented in all backends.
Centralize dx9 and gles headless stuff.

Well, could be cleaner, but this way all the comparison stuff works.
Workaround headless help not showing graphics.
Merge pull request #6809 from unknownbrackets/headless

Allow headless to compare Direct3D 9
d3d: Add basic stencil mask handling.

Mostly so we have it in dxstate, will probably reorganize stuff later.