[gles2n64] : Change halt and busy flags for the RSP into booleans like they should be (no more typedef'd crap).
Also moved some loop variables into their proper scope.
[gles2n64] Change the DepthBuffer struct's cleared variable to be a boolean (since that is literally all it's used for).
Also changed the TribufferOpt defines in gSP.cpp a little to prevent assigning to the same variable twice (since it's unnecessary)
[gles2n64] Changed over more variables' types to proper booleans in the essential parts of the gles2n64 plugin.
[gles2n64] Finally finish the 'booleanizing' of variables to an extent.
Also remove the typedefs for TRUE and FALSE; they aren't needed anymore.
We standardized now, baby.
[gles2n64] Move SDL_Surface hScreen out of the GLInfo struct and into the OGL_SDL_Start() method. Gets rid of a TODO.
Also turn two ints in the GLInfo struct into booleans. (They were being used like booleans anyway).
Also minor styling.
doc: Added Lioncash's much-improved inline Java documentation for EGL.

Highly recommended for working with GameSurface.java.
[gles2n64] Stylize some more things in OpenGL.cpp
[gles2n64] Small styling in Textures.cpp
Use a switch instead of an if-else statement.
[gles2n64] More formatting.
Merge tag '2.1.1' without content
SDL: Use GLES2 instead of GLES1 for Android.

This seems to fix the instability from the last commit.

Now I'm really curious what else this fixes (or breaks).
Merge branch 'master' into paulscode/ouya-updates