Updated GCM references to ISO
VideoCommon: loop bug in ShaderGenCommon.h debug
VideoConfigDiag: Updated video resolution description

Changed description to recommend selecting "auto"
D3D: Vertex and index data in one buffer
D3D: Using start index and base vertex instead of buffer offsets
D3D: Use two buffers for VertexManager
D3D: RestoreState no longer resets PS resources
Make expansion interface interrupt updates thread-safe (fixes loss of audio in Super Mario Sunshine on lower-end systems.)
OGL: fix interpolation of PP shaders
DolphinWX: Remove unused variable.
DolphinWX: Fix -Wsign-compare warnings.
Rename unittest targets to Test_*

CMake 3.0 prints out a warning when adding any target whose name contains
a slash. This commit fixes the warnings by using an underscore instead.
Run 'cmake --help-policy CMP0037' for more details.
Remove dumb getPointers that actually want the whole memory block.

The whole memory block is accessable globally anyway. Much
cleaner!
And clean up this GetPointer() while I'm here.

It will probally be replaced later.
Fixes missing objects on Adreno hardware.

This particular bug from our friends over at Qualcomm manifests itself due to our alpha testing code having a conditional if statement in it.
This is a fairly recent breakage this time around, it was introduced in the v95 driver which comes with Android 5.0 on the Nexus 5.

So to break this issue down; In our alpha testing code we have two comparisons that happen and if they are true we will continue rendering, but if
they aren't true we do an early discard and return. This is summed up with a fairly simple if statement.

if (!(condition_1 <logic op> condition_2)) { /* discard and return */ }

This particular issue isn't actually due to the conditions within the if statement, but the negation of the result. This is the particular issue that
causes Qualcomm to fall flat on its face while doing so.

I've got two simple test cases that demonstrate this.
Non-working: http://hastebin.com/evugohixov.avrasm
Working: http://hastebin.com/afimesuwen.avrasm

As one can see, the disassembled output between the two shaders is different even though in reality it should have the same visual result.

I'm currently writing up a simple test program for Qualcomm to enjoy, since they will be asking for one when I tell them about the bug.
It will be tracked in our video driver failure spreadsheet along with the others.
Merge pull request #1434 from Sonicadvance1/fix-qualcomm

Fixes missing objects on Adreno hardware.
Fix build failing with PCH disabled.
Merge pull request #1438 from rohit-n/fix-pch

Fix build failing with PCH disabled.
Merge pull request #1414 from kayru/d3d_optimization

D3D: Couple of small optimizations
Merge pull request #1420 from jcowgill/fix-cmake-test-names

Rename unittest targets to Tests_*