Revert "D3DBase: Don't pass the DEBUG flag when creating a device"

This reverts commit 0e6b5bc5c8abc1fafcefeaf20eb64e81aa15765a.
D3DBase: Fall back to creating a normal context when debug fails

This can happen if the user does not have an up to date version of
the DirectX SDK, as Microsoft intentionally broke it and requires
users to install the W8 SDK.
[Android] Fall back to using dlsym on ourselves to pull in OpenGL Functions when eglGetProcAddress fails. This fixes an issue on the Chromebook where I was forced to link to libGLESv2 and pull in the functions statically since eglGetProcAddress wouldn't return any GLESv3 functions. This also changes glMapBuffer to glMapBufferOES because glMapBuffer isn't actually part of the OpenGL ES 3 spec...
Add some ifdef magic to GLFunctions.cpp to make it not directly dependant on GLESv3.
Fix compatibility with the SDL2.0 release.

SDL2.0 removed SDL_HAPTIC_SQUARE because of ABI issues (see comment #7 on issue
6491 by Ryan C. Gordon from the SDL project). It will be reintroduced again in
2.1, so keep the code and #ifdef it away.
[Android] Fix a bug where the name would display incorrectly in the game list.

Completely missed the 'this.' on the variable. My bad.
[Android] Make sure to unallocate the correct memory size in MemArena.
On CoreParemeter member object creation make sure to set bEnableDebugging, bAutomaticStart, and bBootToPause to default values so they aren't unitialized. This caused a issue in particular on the Android builds where bBootToPause would cause the games to boot in to a paused state, effectively causing the application to need to be forced closed and reran multiple times in order to test anything.
Prevent stopping emulation before fully booting. This can sometimes cause dolphin to crash.
VideoConfigDialog: Rephrase "Hacked Buffer Upload" and its description to something less technical.
Put the shader info log at the end of the shader log file. This fixes issue 6495.
In the EGL backend context interface, don't call eglMakeCurrent. This was only done to pull in some information to the info log. This is necessary since eglMakeCurrent binds the context to the current thread and we need to destroy the context and reinitialize it when jumping to a new thread. We already call MakeCurrent in Video_Prepare which is done in the new thread.
Remove a redundant check in the fifo.
NetWindow: Move "Write memcards" checkbox to be host-only

The setting is propagated from the host, so the client checkbox would
be ignored anyway.
Update translation pot file.
[Android] FolderBrowserItem objects don't need to store a context.

Removed the requirement to pass a context in the constructors.
Also cleaned out unnecessary imports.
[Android] Shorten FolderBrowserItem's method 'isValidItem()' into 'isValid()' makes more sense and less redundancy in terms of 'item.isValidItem()' -> 'item.isValid()'
[Android] Simplify if statement conditions for the item click listener in FolderBrowser.java.

Since FolderBrowserItems have an 'isDirectory()' method, that's all we need to care about now. There's no need to check subtitles to determine if an item is a directory anymore.
[Android] Ensure that required dependencies are actually exported along with everything else when the Android version builds. Without this, the support libs will not export and cause the emulator to crash upon being executed.
[Android] Change the Game List items to be formatted similarly to how the folder browser is. Also ensure the 'no banner' icon scales down to the same size as the other banners.