Avoid triggering SYNC ge signals.

Fixes #5806, bcause it avoids rescheduling at the signal, which it should
not do.  Possibly this is incorrect for all GE signals, but we don't need
to trigger any behavior on a sync anyway.
Custom BGM is fixed
Based on this commit https://github.com/hrydgard/ppsspp/pull/5828 on improvements to sceMp3
Custom BGM can be update now. Test on "Miku" is just all right :)
Don't trigger pause GE signals either, comments.

This better explains what each signal does.
Merge pull request #5829 from kaienfr/new_Custom_BGM

Custom BGM is fixed
Parse MP3 header to correct set the channel and samplerate
Merge pull request #5830 from raven02/patch-9

Parse MP3 header to correct set the channel and samplerate
Use ctx->mp3Channels instead of setting frame.channel in case of FF incomplete frame
Merge pull request #5831 from raven02/patch-10

Use ctx->mp3Channels instead of setting frame.channel in case of FF inco...
Win32: Properly shutdown when using File->Exit, or when g_Config.bEscapeExitsEmulator is true.
Texture lod bias should be signed
Merge pull request #5802 from raven02/patch-1

Texture lod bias should be signed
Merge pull request #5838 from thedax/win32BugFix

Win32: Properly shutdown when using File->Exit, or when g_Config.bEscapeExitsEmulator is true.
Update native with fix for #5832
Attempt buildfix for x86 cmake linux
Fix for the linux buildfix
Handle GE pause signals per tests.

They really should pause, but we were resetting them incorrectly.
And most importantly, sceGeContinue() inside the signal handler absolutely
must work.  Games use this a lot.
Update GE lists when switching.

This uses a mutex, so it should be safe to do any time.  Really helps
debugging hung lists.
Don't mark a list complete too early.

This would matter probably mostly if we implemented CONTINUE properly.
Oops, downgrade from ERROR to DEBUG, and -report.
Fix hashmap crashes with games that load modules.

This should properly unload and reload the functions as necessary.