Add early blargGL. Convert final screen drawing code to it (also make border and splashscreen work again).

Other misc shiz.
Add some shit to blargGL.
Start porting the hardware renderer to it. Still glitchy and blargy.
Finally retire some crappy GPU code.
Attempt at restoring the parallelized rendering system, although there are still issues.
have some fun video modes (no mode 7 yet :( )
Lotsa fixes to color math and other shit. Still not quite there though.
Bigger vertex buffer.
Fix bottom screen flickering crapo.
Finally fix color math for sprites. Dem fucking sprites.
More fixes. Div2 shit should be right this time.
* UI toolbar with config and exit buttons (only exit is functional)
* fix several issues so that return-to-hbmenu works
* fix restarting games again
* fix 256-color palette update detection (wouldn't detect if all the entries were modified at once)
Color math fixes. Other shit but nothing really worth nothing.
16x16 tiles in hardware! Have fun Bombermaning
Fix 'div2 when subscreen is disabled' (unclear-- observations contradict Fullsnes).
Fill the RAM with random garbage when resetting. Games that use initial RAM values for their RNG (like Super Puyo Puyo) will get proper randomization.
Mode 7!
my bad
Fix TXA and TYA when m=1. (fixes huge 'EXP to next level' in Earthbound)
Hardware windows! (still needs to be tested thoroughly for stability)
Detection of empty tiles (speedup)
Fix muting when pausing and fucky sound when exiting to hbmenu and relaunching blargSNES.
Merge pull request #4 from StapleButter/newgpu

omg new GPU shiz