Add in the Mali driver bug so we can call glFlush every flush. It seemingly is quicker calling flush every time instead of every n times.
Fix Mali-T604 shader compilation
Fix an issue where TextureConverter.cpp was creating a renderbuffer with the wrong format. Also a few minor shader issues where they were using integers in place of floats.
[Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released.
Revert "[Android] Use equals to compare GL version string instead of contains. This should really be some sort of sscanf check so we can check if version > 3.0 but we'll worry about that when OpenGL ES 4.0 is released."

This reverts commit bc58e7f42fe0039aff4317bf58a1b62900a16833.
Clear patches on shutdown.

Fixes issue 6434.
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.