OGL: Use a fixed VAO for attributeless rendering.

Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
ISOProperties: Rename Date to Build Date
OGL: Properly reset the attributeless VAO.
OGL: Bind the attributeless VAO before EFB copies.

Fixes crashes in Zack & Wiki using an older NVIDIA driver.
OGL: Move attributeless VAO creation to Init.

This way we won't trash an existing bound VBO by mistake.
OGL: Ensure a VAO is bound for all attributeless.

Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
Fix hires texture path.
MemoryWindow: Remove wxSprintf call, use wxString::Format instead.
JIT: use fastmem loads in MMU mode.

Even in games that require MMU mode, loads outside the area specified by
the BAT are rare, so fastmem is a substantial improvement.

All of the interesting changes are in the backpatch handler, to make it
generate DSI exceptions correctly.
JIT: simplify code using MOVTwo.
Merge pull request #1685 from RachelBryk/hires-tex

Fix hires texture path.
Gave the GPU determinism game property its own ID so that changing it to "Not Set" does not disable the emulation issues textbox.
Merge pull request #1650 from unknownbrackets/attributeless-fix

OGL: Unbind the active VAO before attributeless rendering
Merge pull request #1696 from skidau/Fix-ISOProp-GPUDeter

Gave the GPU determinism game property its own ID
windows: use qt 5.4.0
OGL: Correctly define attrib 0 in attributeless.
Merge pull request #1699 from unknownbrackets/attributeless-fix

OGL: Correctly define attrib 0 in attributeless
DiscIO: Clear error status when reading file
D3D: Use two slices for most of our textures.
D3D: Add GeometryShaderCache.