NEWT / BCM-VC-IV: Fix transparency according to given capabilities

Tested manual w/ TestGearsES2NEWT on Raspberry Pi
EGLDrawableFactory: Detect ES1 implementation within ES2 library, if not found in ES1 library

This is the case in BCM-VC-IV blobs, tested on Raspeberry-Pi
Add GenericGLCapabilitiesChooser: Dropping 'windowSystemRecommendedChoice' hint
Fix commit 48bcceaf611a17bb3795aa9fe25a0e0c726879f7, EGLDrawableFactory's ES1 impl. detection

'glBegin' is not ES1, duh!
NEWT ScreenMode Change Failover / Window.setFullscreen() shall use current ScreenMode rotated resolution.

ScreenMode Change Failover
  - In case a timeout appears (buggy XRandR),
    double check current ScreenMode in case it has been set.

Window.setFullscreen() shall use current ScreenMode rotated resolution.
  - The Screen's virtual size in not correct!
FixedFuncPipeline: Add GL_POINT* state tracking; Fix glDrawArrays(): Issued twice (duh!) almost halfed performance :)

TODO: Create GL_POINT texture and render w/ glDraw*()
FFP-Emu: Adding simple POINTS shader ; Adding GLRunnable2 interface, allowing passing a GL action w/ custom argument and return value.

Adding simple POINTS shader not regarding POINTS parameters and not using a texture (commented out).

FIXME:
  Event thought it works using a texture and gl_PointCoord in frag shader,
  I don't see the point here (lol) if gl_PointSize must be 1.0 in vert shader ..
  otherwise nothing is seen on ES2.0.
  On Desktop POINTS are always shown as 1 pixel sized points!
Fix ImmModeSink Padding: Fourth element default value (vertex/color) is 1f
FixedFuncPipeline GL_POINTS: Fix gl_PointSize (attribute data format), Add GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests)

gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param.
Due to efficiency, we use vec4[2] now and #defines in shader to easy readability.

GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position
while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle.

!GL_POINT_SOFT produces a proper square (billboard).

Point-Vertex shader takes dist/fade attentuation into account.
FixedFuncHook/ImmModeSink: Fix *Pointer 'normalized' parameter

All *Pointer methods used 'normalized:=false', but we cannot assume
the fixed function code does use normalized (0f..1f) values.
On the contrary, it usually uses the native format value range.

Hence we have to pass normalized:=true for all fixed point data types
and normalized:=false for floating point data types.
ImmModeSink: Reduce DEBUG_* print a bit (no this.toString())
Fix regression of commit 40d01bef2a1db44533472c37961aabbef68de644: Test for fourth element was invalid
FixedFuncPipeline: Require GLSL 1.20 (GL 2.1) due to GL driver bugs in OSX (gl_PointCoords n/a otherwise); Add FFP Emul point test in TestPointNEWT/PointDemoES1.
tests.sh: TestPointsNEWT
jogl: use Boolean TRUE/FALSE constants for values that will be immediately unboxed

No reason for ever using new Boolean when the constants are available.

Signed-off-by: Harvey Harrison <harvey.harrison@gmail.com>
Fix Bug 630: packedDepthStencilAvail didn't check for EXT_packed_depth_stencil extension
Adapt to GlueGen change 08a8defda8b6f49eb794cf787f688ba65bfe7b37 (VersionNumber)
GLContext: Produce and expose GLSL version as VersionNumber and version string (for shader programs)

Uses GL_SHADING_LANGUAGE_VERSION and parses it via VersionNumber, as well as having a static fallback
using the GL context version.

The value is valid and can be retrieved after ctx has been made current once.
ShaderCode: Add defaultShaderCustomization(..) to prelude shader source w/ GLSL version and default precision (if GLES) - Used by GearsES2/RedSquare/PointDemo (Made GLSL version proof)
Fix Bug 601 - Auto-Repeat Behavior: Adding unit tests for typed key order w/ and w/o auto repeat. Incl. fix for Windows.

Auto-Repeat tests recognizes whether auto-repeat could be triggered by AWT Robot.
The latter is not possible on Windows, hence manual testing was required on this platform.

Impact: X11, Windows and OSX produce proper key sequence incl. auto-repeat modifier mask.