D3D: Use floating points for viewport parameters.

OpenGL 4.1 allows for a similar change thanks to ARB_viewport_array, but we don't make use of this, yet.
Add dxsdk_dir to vc++ paths via base.props. This means you no longer need the paths in a global property sheet. In fact if you have them in such a file, you should remove them as it will cause conflicts with the vs2013 build.
Wipe all traces of OpenSSL's AES implementation. Use polarssl instead.
This introduces a FXAA post processing shader for our OpenGL backend. I would like to acredit mudlord for making this possible. He provided the code necessary for making this PP shader possible. Without it, this shader would have still not been done. So a major hats off for doing all the hard work mudlord.
Fix Linux build issue.
Add git.bat to the options in make_scmrev.h.js because depot_tools uses it and I'm silly.
[Android] Fix PCH build. Clean up DolphinWX cmake file a little bit. Modify our android cmake toolchain file to make the default build location not be source root, because that is stupid.
Fix FXAA shader for OpenGL ES 3.
OGL: Use floating points for viewport parameters.

As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
[viewport-float] Fix OpenGL ES 3 build.
VideoCommon: Drop D3D9 SSAA implementation

This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
Merge branch 'viewport_float'
VideoCommon: move ViewportCorrection into VideoCommon

D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
ogl: don't call SetViewportChanged from backend as it's not needed any more
d3d: use backend based UpdateViewport instead of VideoCommon one
ogl: remove some unneeded includes
VideoCommon: remove constants.depthparams[2+3] as they aren't used in the shader at all
VideoCommon: drop UpdateViewportWithCorrection

It's only used once in BPFunction which itself is also only used once.
So the setter is moved to BPStructs like all other ones.
ogl: don't force depth+stencil for default framebuffer
ogl: ceil viewport, rounding isn't supported on vs and this is more like the old behavior