Change from using glDrawElements/glDrawElementsBaseVertex to glDrawRangeElements/glDrawRangeElementsBaseVertex. On Mali, this reduces a internal function usage from 8% to off the charts.
Fix Android Build.
Add the new glBufferData stream buffer type to the streambuffer class which is hugely more efficient on Mali drivers.
Remove the broken buffers bug on Mali hardware since it isn't needed anymore using the glBufferData route in the StreamBuffer class.
Enable the shader cache on GLES3 now that the shaders compile fine on Mali and Adreno.
Didn't mean to disable hacked buffer.
Good Job Windows. Fixes compiling...
[Android] Another check for OpenGL ES 3.
[Android] Qualcomm Swap hack isn't needed anymore due to the new StreamBuffer type.
Adding Nunchuk stick calibration

because it's useful for the hybrid Wiimote mode
Changing the Nunchuk stick axis from center to center + 1

if the other axis isn't at center

because

* it's expected by some emulated programs
[Android] Some minor cleanup.
fix movie player on linux

thx @ delroth for the patch
Removing the 'Clearing code cache' OSD message in Release builds
remove printf in shader uid generation
simplify my last commit
Make hotkeys for togglign IR, AR, efb copies and fog settings configurable.
Add hotkeys to increase/decrease the frame limit.
Make sure that WiimoteReal is really shutdown on app exit.  Particulary
ensure that the wiimote scanning thread is joined.  This fixes a crash
on shutdown if scanning has been initiated.
Add comments to explain the usage of the WiimoteReal Stop/Shutdown
routine usage.