D3D11: Implement some PE pixel performance metrics.

Super Mario Sunshine is using a cool trick: To determine how much goop has been cleaned in ep. 6 of Sirena Beach, it counts the number of pixels that are input to the blending stage. For that it's using the PE performance registers ;)

Fixes issue 1498.
OGL: Implement pixel metrics (untested)
Video_Software: Implement PE pixel metrics
Windows build fix.
Video_Software: Fix a small issue that prevented perf queries from working at all.
Video_Software: Add some debugging logs for PE perf queries
More debugging logs for RDilux
Video_Software: Fix stuff.
Video_Software: Fix moar stuff
Video_Software: Some more debugging logs.
Fix OGL perf queries and make them not slow!
Add a possible TODO.
Dunno if the hardware behaves like this, but it likely does.
Begin implementing save states to video software. Kind of works, sometimes.
Improve VideoSoftware save states. They are fairly stable, but not perfect. OpcodeDecoder::DoState() needs to be fixed.
ARM Support without GLSL
Abort loading states from incompatible graphics backends.
Not sure if this is the right way to handle this, but it makes the save states perfectly stable. That's all that really matters, right?
Yell at the user if they change window size while dumping frames, and some other avi dumping stuff.
Buildfix.
Add the missing FPR cache