[Android] Use a simpler "startActivity()" call in DolphinEmulator.java. Turns out the other one isn't 4.0 compatible, but actually only 4.1 and up. Also, in this case, we really don't actually care about the saved instance state bundle.
[ANDROID] Add two new DriverDetails bugs for Adreno. V45 of the driver has broken shader compilation with UBOs in the shaders, this is most likely fixed with V53 found in the Nexus 5. Add a bug for issue surrounding on screentext and doing a glClear after swap causes screen swizzling and zero frames rendered respectively.  On the Java side, pass in the dimensions of the screen swapped since there is an issue with Adreno where it rotates the output 90 degrees for some reason. Disable the GLSL shader cache on Android for now due to the inability to cleanly exit the emulator, this tends to cause the cache to get corrupted. All this together fixes rendering with Adreno 3xx GPUs with driver version v14 and above. In particular my Galaxy S4 still resets with this without the root commands, but my HTC Droid DNA and LG G2 is fine. This must be due to particular 'enhancements' that the Samsung kernel has over the other ones. The speed on Adreno has yet to be optimized, so it will most likely be slow still. Faster than the software rasterizer in any case. The ARMJIT is still broken in at this point, so not much fun can be had.
ogl: don't PanicAlert on shader compiler warnings
Fix loading of the 'projection hack enabled' gameini setting

Fixes issue 6614.
Better fix for issue 6614: ISOProperties should store integer settings for PHack booleans. INIFile is stupid, please kill it with fire.
Fix an incorrect opcode for an SSE instruction in x64Emitter.cpp. CVTSD2SI should write 0x2D, not 0xF2.

Also format the NormalSSEOps enum.
[InputCommon] Fix a bug in ControllerInterface::UpdateOutput() in ControllerInterface.cpp. The variable ok_count was never incremented, which caused the function to always return false.
[ARM] Enable VMOV to move from double VFP reg to two ARM registers.
[ANDROID] Fix ARM JIT. Is due to Android using softfp instead of hardfp.
Fix missing md5thread.detach()
[ARM] Fix misuse of RBIT in crXXX, meant to use MVN.
[ARM] MicroOps in the branching instructions.
[ARM] Fix and optimize mtcrf.
[ARM] Reenable flush per instruction with FPR cache. Something is still very wrong.
Don't disable SO_REUSEADDR on non-Windows, where it is safe.
When hosting, don't try to connect if listening failed.

If another instance of the server is running on the same computer, this
would cause Dolphin to confusingly connect to it.
Fix crash when a player leaves in NetPlay.

The player ID was being written as int and read as PlayerId (u8).
Replace all GALE01 codes (which don't work) with JMC's.

I standardized the credit formatting, and removed "Target Test Never
Ends" and "Unrestricted Pause Camera", because (a) they are on
geckocodes.org and (b) they don't work on 1.02, the most common version
of Melee, while the others should be for 1.02.
Perf: Use unordered_map instead of map in very slightly hot function.

Incrementing an unordered_map's iterator is a bit faster.
Fix stack misalignment issues.

- Call ABI_AlignStack even on x86-64.

- Have ABI_AlignStack respect the difference in current alignment
  between the root JIT function, which has a prolog, and
  ProtectFunction thunks, which do not.  This was causing many games
  to crash on start on OS X.  Since this might otherwise mean changing
  the stack pointer before every call...

- Have one prolog/epilog function rather than two (one of which
  definitely did not do what it was thought to do), and make it
  actually work like a normal one, so that the stack frame shows up
  properly in the debugger.  There should be no performance impact.