Fix corrupted frames in Dainiji_Super_Robot_Taisen_Z_Hakaihen
Merge pull request #5044 from raven02/patch-14

Fix corrupted keyframes in several games
x86jit: Use templates to avoid some void * casts.

Makes it a bit cleaner and potentially safer.
Avoid an infinite loop on bad stack walk.

If the address is wrong, it'll re-trigger debug mode, which will re-walk
the stack, which will continue ad infinitum.
Use simple delta compression for rewind savestates.

This makes it reasonable to keep a bunch more around, since they are
generally < 10% the size when compressed like this (often smaller.)
Set return status in sceMpegAvcDecodeStopYCbCr().

Like the other Stop().  Fixes video end in Tales of Phantasia X.
Merge pull request #5130 from unknownbrackets/mpeg-minor

Set return status in sceMpegAvcDecodeStopYCbCr()
Merge pull request #5129 from unknownbrackets/savestates

Use simple delta compression for rewind savestates.
Merge pull request #5128 from unknownbrackets/jit-minor

Cut down on void * casts within jit
Android/Linux buildfix.

Arg, why?
Use 0 for texcoord when not specified in vertex.

Can't find any other unprotected attributes (well, position, but that
should always be specified) so this fixes #5133.

Also fixes #5124 for me.
Merge pull request #5134 from unknownbrackets/gpu-minor

Use 0 for texcoord when not specified in vertex.
Oops, revert software transform breakage.

It will deal with getting the coords right, including in projection modes.
softgpu: Don't call rectangles quads.

GLES has quads and they work pretty differently.
softgpu: Respect the texture filering option.

Nearest is much faster, so you can force it to nearest for a good boost in
speed.
softgpu: Refactor pixel drawing to avoid code dup.
softgpu: Let's try doubling before alpha blend.

Fixes #5122.
softgpu: Separate out texturing logic.

This way it can be applied to other primitives.  But, this will probably
need larger changes to implement mipmapping.
softgpu: Interpolate/texture lines and points.

Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
softgpu: Cleanup DrawPoint a bit.

Mostly in DrawSinglePixel() now.