Mac buildfix
Oops, forgot to reset the frame when unchanged.

Fixes #5861.
softgpu: Avoid multithreading thin polygons.

Small performance improvement (5-6% in some areas.)
Use the FLAG_EXECUTEONCHANGE flag.

Improves fps by 1-3% in some games, seems to be a win after all.
Don't check diff in ExecuteOpInternal().

Since it's not called if !diff, there's no need.  Small performance
improvement.
Merge pull request #5867 from unknownbrackets/gpu-minor

Avoid diff checks in ExecuteOpInternal, check in runloop
Simplify texture status checks a bit.
Don't dirty the texture on texmapenable.

Tales of Phantasia X flips on and off texturing during battle transitions.
This causes tons of needless rehashes.
Merge pull request #5869 from unknownbrackets/texcache

Avoid rehashing an unchanged texture
Blacklist GLTools (Chainfire3D-like app for 3.0+)
Merge pull request #5870 from VIRGINKLM/master

Blacklist GLTools (Chainfire3D-like app for 3.0+)
More elegant way of solving #5839 (d_private in sceIoDread)

We flag filesystems as being FAT32 instead of checking for "ms0:".
Use flags to avoid hashing textures when unchanged.

If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
VFSFileSystem too
Make strcpy_limit slightly more sane.
Switch to a bitmask instead.
Merge pull request #5871 from hrydgard/sceiodread_ms0check

More elegant way of solving #5839 (d_private in sceIoDread)
Merge pull request #5872 from unknownbrackets/texcache

Use flags to avoid hashing textures when unchanged
Simplify gstate_c savestate code a bit.

So it's not as awkward to modify.
Propagate texcache hash fails through cluts.

In games that use palette swapping (hi, FF2), if we detect a change in
a texture, another texture with the same address but new clut might not be
rehashed.

This just marks all other textures as dangerous when a hashfail occurs.

Fixes FF2 from recent optimizations.  It's slower, but still much faster
than before.