ogl: optimize real xfb a bit

Both nvidia + mesa seems not to optimize x / (2**n) to x >> n, so we do it ourself.
merge common parts of encoding shaders
MathUtil: Change Log2 return value to int

Log2(u64) can't be bigger than 63, so there is no need in forcing a 64 bit value.
So just using a common int seems more natural.
TextureConverter: Use Log2() and shifts instead of multiplications/divisions
Rewrite texture tiling implementation

inline halfxb

So we know which is the first pixel by masking.

inline xl

inline xb a bit

inline yl

inline uv1.x shift

remove likely wrong guessed ternary operator

add pixel layout comment

inline xel

optimize the shifts a bit

inline xb

optimize shifts in a second step

extract xb

rename all variables

calculate cache line by position.x

Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit"

It seems I was wrong, the other way is the more natural.

use x_virtual_position instead of uv1.x for x_offset_in_block

This looks more natural and the offset should be masked anyway.

substitude factor with cache_lines

move 32bit logic in a conditional block
calculate constant values on shader compilation
Merge duplicate parts of sampler into header
remove (ATTR|VARY)(IN|OUT) macros
comment fixes
Initialise entropy correctly for ssl.
Merge pull request #108 from degasus/GLSLUtilShader

GLSL utility shader optimization
Merge pull request #112 from Parlane/fix_ssl_init

Initialise entropy correctly for ssl.
Fix various warnings reported by clang

- mostly remove unused variables
- rename some generic JIT identifiers
CMake: fix escaping in miniupnpc test
x64FPURoundMode: move things around a bit
Convert MemoryUtil.cpp to Unix-style line endings
Various changes suggested by cppcheck

- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
  include the \0 that is always added?)
- set some free()'d pointers to NULL
Crypto: small cleanup
ArmEmitter: make it more readable
Remove own round() implementation

1. It's not correct, it rounds x.5 down to x.
2. It is visible across the whole project (!).
3. VS2013 finally supports this:
   http://msdn.microsoft.com/en-us/library/dn353646.aspx
   http://msdn.microsoft.com/en-us/library/dn329049.aspx