Fix buffer queue when filled in one shot.

It would mod by the size and think it was empty, even though it had plenty
of data.  This could happen if a game creates a ringbuffer with 512
packets and then does a single put operation with 512 packets.

Such behavior is rare though, since it will cause lag in starting the
video.
Reset "no audio data" flag when adding more data.

It might have audio data.  Although, probably, we should detect this when
sceMpegGetAtracAu() is called.
Merge pull request #5073 from unknownbrackets/mpeg-minor

Fix buffer queue when filled in one shot
Reference g_Config in unittest to resolve cycle.

Dag blasted cross dependent linking.
Fix a bad comparison (&& and || without parens.)

I thinks this is what's inteded.  I still think it's bad to guess at errors without testing.
Fix some initialization order warnings.
Fix a code alignment warning.

I'm not really clear on why this code would not be 4 byte aligned,
but cmake says it ain't on iOS, so okay.
When mipmap disabled , maxlevel always 0 (set earlier)
Merge pull request #5076 from unknownbrackets/warnings

Fix some warnings
Don't build unittest by default, it doesn't link on some platforms.
Merge pull request #5079 from raven02/patch-22

When mipmap disabled , maxlevel always 0 (set earlier)
The total size of umd0: is in blocks.

Therefore sceIoLseek(umd0:, 0, 2) should return the number of blocks, not
the number of bytes, in the iso.

Looks like this may help Zero no Kiseki.
Merge pull request #5081 from unknownbrackets/io-minor

The total size of umd0: is in blocks
softgpu: rotate uvs in throughmode.
softgpu: detect a vram-relative display addr.
Merge pull request #5083 from unknownbrackets/softgpu

Rotate UVs and fix crash in softgpu
Jump to function on pressing return in the function list
Merge pull request #5084 from Kingcom/Debugger

Jump to function on pressing return in the function list
Merge remote-tracking branch 'upstream/master' into fps2