decrease d3d vertex buffer size
Update gameini database according to changes after the FIFO - BP Merge. Remove Fastdiskspeed from various games that no longer need it. Enable dual core and gpu thread synch option for F-Zero GX and Rayman Raving Rabbids. They are both a bit faster now compared to single core (about 20%) and without stability issues when dual core was enabled.
Allow playing movies from command line. Also remove some unneeded code.
All the cool kids hard code string lengths.

Fixes issue 6090.
Used the scheduler to generate the interrupt for IPC.  Fixes the ES_LAUNCH games.
Fix dup Option and move one to the top where it belongs in the CMake file.
Add a new WriteNewStoreOp emitter function for beginning of rewrite of the Arm Emitter LoadStores. Will finish when I have the hardware in front of me to test on.
Really clean up all the emitter loadstores on ARM. If a ARM device supports VFPv4, then it supports IDIVA, so handle that in CPUDetect.
Prevent the render window from spawning off screen.

Fixes issue 6063.
Fixed the Windows 32bit debug build.
Actually set the bIDIVa value in the ARM CPUDetect.
Beginning of VFP cleanup. Will finish when I have the hardware in front of me.
VideoSoftware: Do not clear the depth buffer on EFB copy clears when depth writing is disabled.
PixelShaderGen: Force depth textures to be emulated when the result is needed for fog calculation.
Corrected a typo.
Fix checks for preventing the main and render windows from spawning off screen.
PixelShaderManager: Reload fog range adjustment shader constants upon viewport change.

Fixes issue 5618.
So much more readable now!
Merge branch 'master' into GLSL-master

Conflicts:
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Plugins/Plugin_VideoDX11/Src/VertexManager.cpp
	Source/Plugins/Plugin_VideoDX9/Src/VertexManager.cpp
Derp. No Windows to test compile on.