Removing wait for real Wiimote connection

when

* opening the Wiimote configuration dialog
* booting from the emulated program entry point rather than a state

because

* it doesn't have meaning in these scenarios
* it has meaning when booting from a state
Merge branch 'real-wiimote-fixes'
[Android] Show the OpenGL ES 3 backend video option only on devices that support it.
fix AudioCommon::Mixer Buffer indices

This fix the 1h32 audio bug which outputs static sound after 1h32.

The mixer is used for 32->48kHz resampling and as output buffer for the async audio backends.
So this buffer was indiced by a writing and a reading pointer and the count of samples in it.
As this is redundant and the sample count isn't accurate calculateable because of the interpolation,
both indices gets out of sync. So after some time (~92min), this buffer overflows and return only garbage.

thx @ moosehunter + delroth for debugging on this issue. You did the most work :-)
Removing reading of the emulated Wiimote state in the real Wiimote mode

because

* the purpose of the emulated Wiimote state in the real Wiimote mode is to store the real Wiimote state rather than synchronise with an emulated Wiimote
ExpressionParser: Parse fully qualified control names correctly

Without clearing out the "accumulator" for the backtick parsing,
our control name was full of junk (the previous device name) causing
us to not correctly find the control.

Ensure that always we clear the "accumulator" string during backtick
parsing.
[Android] Actually push the library file to the correct location.
Patch from Degasus that removes the last of the the GL_TEXTURE_RECTANGLE usages. This is needed to have GLES3 support.
[Android] Enable OpenGL ES 3 by default. Add in a modified GLES3/gl3.h header for supporting it.
[Android] Fix a null pointer exception.
[Android] Make FolderBrowser.Fill look slightly nicer. Improve readability a bit.

- Added a basic function description.

- Modified the main parameter to be more informative of what should be passed. Helps people who read the codebase for the first time.

- Made a variable for storing the entry name so getName() isn't called a bunch of times.

- Added some comments to explain some parts.

- Rename the exception catch variable to ignored, since it currently isn't being used.
[Android] Simplify GameListFragment.Fill a little bit.

Made the filtering check against a HashSet of specified supported extensions.
Not only does this get rid of the multitude of checks for extensions in the if-statement, but it also makes for less typing in the future if new file extensions/formats are used. Simply add the extension to support to the set, and you're done.
Use HashSets in FolderBrowser as well, like the last commit for GameListFragment.

Should have originally done this with the first refactor. My bad.
Add .dff FIFO logs to the list of valid extensions in FolderBrowser.
Gameini database update, fixes issues 6374, 6375, 6376. Also update Simpson's Hit and Run (gc) and PSO III.
When cmake checks for miniupnpc use the MINIUPNPC_VERSION_1_7_OR_HIGHER variable instead of MINIUPNPC_VERSION_PRE1_7.  This should fix issue 6422.
Uh, that was stupid.  Forgot to remove the NOT.
Remove Action Replay master codes from game inis that contained them, since they're unnecessary.

Fixes issue 6367: https://code.google.com/p/dolphin-emu/issues/detail?id=6367

Also fixed an AR code missing an '$' symbol beside its description name in G4NJDA.ini
Goddamnit. Forgot that Master codes are also abbreviated as (M).

Ok. NOW  issue 6367 : https://code.google.com/p/dolphin-emu/issues/detail?id=6367 is fixed.

I wish I'd remember these things before committing and not after.
Fix Device.h placement in VC++