Added Australia to the list of valid PAL regions
Fixes GLExtensions for GL 2.1 or GLES 2 devices.

This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.

The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
Android: Silence a few warnings.
OGL: fix buffer destruction

This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
Merge pull request #1566 from Sonicadvance1/fix_gl21

Fixes GLExtensions for GL 2.1 or GLES 2 devices.
Separated out the CPU and GPU thread path to avoid clobbering.
Removed the Eternal Darkness check as it is no longer required.

Fixes issue 7835.
Update CPStatus before processing the FIFO events and force an exception check on interrupts.
Added more information into the FIFO unknown opcode error message.
Added an exception check when the game is close to overflowing.  Fixes the fifo overflow that occurs in Battalion Wars 2.
Changed the CPEnd loop check to an exact match.
Merge pull request #1536 from skidau/fifo-overflow

Fifo overflow fix

The idea behind separating the CPU and GPU thread path is to prevent two threads executing the same function (SetCPStatusFromCPU) at the same time. The CPU thread gets to that function via GetherPipeBursted and the GPU thread gets there via SetCPStatusFromGPU. I wrote the original (factored) version as I like to keep code duplication to a minimum. This worked most of the time but not all of the time. It was a good move to separate it to a GPU version and a CPU version, but then the GPU version called the CPU version at the tail end. Removing the call (as in this PR) prevents the FIFO overflow in Starfox Adventures.

The "Updating the CPStatus before FIFO events" change is simply there to keep the DC code path and the SC code path consistent in the !GPLinked scenario. The SC code path does the same thing when !GPLinked via RunGPU. Putting the SetCPStatus call before the !GPLinked state changes the DC code path to do the same thing. The more we keep the DC and SC code paths consistent, the better.

Forcing the exception check on interrupts is the change for The Last Story. It makes the emulator process interrupts more responsively on CP interrupts.

The HiWatermark check is something that old (pre-2010) versions of Dolphin used to do. Games like Battalion Wars 2 do not expect the GPU to run so slowly and do not have the code to react to that situation, so this change makes the emulator extra careful in those situations.
Merge pull request #1548 from skidau/region-australia

Added Australia to the list of valid PAL regions
Merge pull request #1571 from degasus/master

OGL: fix buffer destruction
Merge pull request #1568 from rohit-n/android-warnings

Android: Silence a few warnings.