[Android] Fix Android not calling eglSwapBuffers
This isn't the cleanup that GLInterface needs, but for now it makes it so it'll swap and not just black screen
A cleanup to GLInterface will be coming in a couple weeks.
[Android] Fix Adreno v53 development drivers rotating framebuffer
Older Qualcomm drivers rotated the framebuffer 90 degrees and this fix didn't work.
Now for some obscene reason it rotates a full 180 degrees.
This can at least be worked around by flipping around the image on our end.
Merge pull request #10 from Sonicadvance1/Fix-AdrenoBlitRotate

[Android] Fix Adreno v53 development drivers rotating framebuffer
Merge pull request #9 from Sonicadvance1/Fix-AndroidRender

[Android] Fix Android not calling eglSwapBuffers
NativeVertexFormat: swap unsigned / signed formats to match GX order
Fix an unused variable within function GetScheduledEventsSummary() in CoreTiming.cpp.
Merge pull request #16 from lioncash/core-timing-string-fix

Fix an unused variable within function GetScheduledEventsSummary() in CoreTiming.cpp
Light cleanup to a little bit of InputCommon. Replaces much of the iterators that litter this section of the codebase.

Also clean up a little bit of the comments that describe the interface classes.
Remove some unnecessary comments, as pointed out by Matt_P.
Move two macros that literally doesn't change across all JIT platforms (JITDISABLE and INSTRUCTION_START) and simply have it in the JitBase.h source file. This way the macro is just located in one spot rather than 6 places.
PortableVertexFormat: add a struct which hold all needed information for every vertex and use this for position

atm, position attribute is hardcoded both in VertexLoader and in backends.

v2: fix coding style + cleanup lookup table
PortableVertexFormat: use AttributeFormat for normal attribute format
PortableVertexFormat: use AttributeFormat for color attribute format
PortableVertexFormat: use AttributeFormat for texcoord attribute format
PortableVertexFormat: use AttributeFormat for posmtx attribute format
VideoCommon: remove Cache Displaylist

This option was known to break every second game and only boost a bit.
It also seems to be broken because of streaming into pinned memory and buffer storage buffers.

v2: also remove dlc_desc
VideoCommon: small VertexLoader(Manager)? refactoring
GameSettings: wipe cache display lists
buildbot: find base revision and generate diff explicit
Merge pull request #19 from degasus/buildbot_try_branches

buildbot: reset to upstream known revision