Support pinning paths in the game browser.

For example, you might have games in multiple places, internal and
external storage, or a projects directory in addition to regular games,
etc.
Support extracted ISOs (for debugging) in browser.
Show the path in the game details screen.

Helps when you have 2+ isos in the same dir with different versions of the
same game, heh.  Like when hacking/translating.
Adjust some project filters.
Oops, make things translatable.
Use #version 130 for OpenGL 3.0+ to support out.

Otherwise it just gives errors on cards that support dual source blending.
softgpu: Attempt to implement GE_PROJMAP_UV.

Looks okay, not sure if it's fully correct.
Clip in PPGe, fixing issues in softgpu.

We were just drawing wrong, so softgpu was correct.
softgpu: Use the display, not current, framebuffer.

Fixes blinking in save dialogs and probably other bugs.
headless: default to single core.

Was zero before, causing divide by zero issues.
softgpu: Don't mask out so much of fb stride.

Seems like anything from 4 is supported in 8888, most likely it just needs
to align to 16 bytes.  Values above 1024 work, but e.g. 2044 seems buggy.

Fixes the map on Hexyz Force (rendered at 80 stride.)
softgpu: Properly swizzle 16 bit textures.

Fixes for example the graphics in Fieldrunners.
softgpu: Retain accuracy in depth for tests.

Fixes intro/menu issues in Phantasy Star Portable 1/2, and text in the
first, both of which now look correct.
softgpu: Fix black objects with bilinear filtering.

Dividing by 256 gives us a range of 0-253, and incorrectly gets zero for
some components (guessing alpha, primarily?) in some games.

Dividing by 255 has a speed hit, so a slight bias to the top left seems
like a decent performance compromise (and it's a very slight bias.)
Allow auto frameskip to skip > 1 frame.
Merge pull request #4849 from unknownbrackets/softgpu

Fix a bunch of things in softgpu (save dialogs, swizzle, bilinear, depth)
Merge pull request #4847 from unknownbrackets/gpu-minor

Use #version 130 for OpenGL 3.0+ to support out
softgpu: Keep track of frame dirty for frameskip.

But only when frameskip is enabled.  Let's always draw in case of pixel
poking when it's off.
Merge pull request #4850 from unknownbrackets/softgpu

softgpu: Keep track of frame dirty for frameskip
Always update framebuffer tex sampling params.

Otherwise they are not always correct and cause glitches.