Fix some of the compiler warnings that have appeared recently.
[Android] Allow the user to select multiple browse paths.
[Android] Add in a compiling option for GLES3
[Android] Use vsnprintf for the log messages.
GL_DEPTH_COMPONENT can't have type of GL_UNSIGNED_BYTE with glTexImage2D. Qualcomm drivers get hit with this but all else don't care.
[Android] Add GLSLES3 to the GLSL version enums. Add in the version and precision qualifier to the shader header.
[Android] Beginning of GLES3 support.
[Android] More GLES3 things. Disable Framedumping and MSAA rendering. Remove the HLSL->GLSL shader defines since Qualcomm doesn't support this in their shader compiler. Now they get chosen in our shader generator instead.
FifoPlayerDlg: Improve navigating through search results.
BPMemory: Add register documentation for texture source adress and EFB configuration.
Use SOUNDTOUCH_INTEGER_SAMPLES only on Android build. Some audio backends (i.e. OpenAL) only support floating-point samples.
fix underflow in IndexGenerator::AddFan

fix issue 6282

The Last Story seems to render a fan with two vertices. It is non-sense as it
shouldn't do anything, but the code underflows at (u32)numVerts-3
Forced an external exception check on DI interrupts.  Fixes Summoner: A Goddess Reborn.

Fixes issue 6301.
recreate "per pixel depth" option and renamed it to fast depth calculation
ppd: fix small issues in my last commit
BPMemory: Fix a small documentation mistake from revision 9365187f8942.
DSPJIT: the shift value must still be loaded into the correct register

Fixes issue 6295
Fix the integer compare in our GLSL fmod function
Gameini database update. Fixes issue 6258, Where's Waldo? The Fantastic Journey missing ingame pointer, and Battleship font. Various small changes.
Merge branch 'ppd' - per pixel depth

use always ppd is a huge gpu performance drop: 20%-50%
and always disable it cause some rendering issues
so there is an option again
But this time it's called "Fast Depth Calculation"