Try to handle more block transfer / tex render cases

Maybe one of these will help that Sakura game's video.  @daniel229, any good?

I think detaching makes sense if there's no rendering one way or another.  I also think there might be cases of deep offsets into a tall texture, hoping to catch them with the ugly 0x04110000 heuristic.  Could break something worst case...

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Maybe I'll just validate more like the stride and stuff.. I'm just worried about mistreating textures that are in memory right after (or potentially even inside due to power of two) an oversized framebuffer.

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