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

In order for this flag to not fail, you either need a Windows 8 machine
or upgrade to the paid version of Visual Studio 2012. Not gonna happen.
NetPlay: Set the pad buffer size on server creation

If we don't do this, then when the game starts we'll send out the
buffer size to clients being a super large value of junk, and they'll
hang forever trying to accumulate an input buffer a size that they'll
never ever reach in a million years.

This never manifested in release builds for some reason.
NetPlay: Allow hosts to stop the game by closing the game window
NetPlay: Remove the "Stop" button

Now that the host can simply close the window, there's no need for this extra control.
NetPlay: Disable the "Start" button while the game is running
Only call SetGenerationMode from BPWritten if the cull mode changed.

Should decrease CPU usage on the GPU thread by a bit in the OGL backend.
NetPlay: Make sure the server knows it's stopped when it's stopped

This is embarassing.
[Android] Remove the subtitles on all folders in the folder browser. No need to have the subtitle "Folder" when it's visibly indicated by the icon of a folder next to it.

Now it looks like this: http://i.imgur.com/CbUSqgg.png
MemArena: Free memory for 64-bit machines

Make the logic here a lot simpler. Patch contributed by Google Code
user plbl4ster.
[Android] Add a faint divider line between each folder browser item.

See here for how it looks: http://i.imgur.com/CGX9NTt.png
[Android] Remove a redundant LinearLayout in one of the layout files.
properly clean up PerfQuery on OGL
Fix a warning introduced by the recent netplay UI changes
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.