Consider stride more when determining fb size.
Recreate framebuffers when they get bigger.

To avoid cases where they remain too small, and to make sure size always
matches up sanely.
Blit framebuf contents when resizing.

This avoids a blink when sizing up.
Cleanup some old comments/code.
Win32 buildfix and warning fix.
I don't know how many pads are supposed to be supported, but I went with a reasonable number until the proper amount is committed.
Remove the const int, and fix another warning.
One more warning fix.
Don't allow a zero framebuf stride in estimation.
Take the tallest estimate, scissor may be short.

Even if it's wider but short, it should not reduce the height of the
buffer.
Stop stretching things to the FBO size.

Instead, draw in the top corner.  This way, even if framebuffers get
smaller things stay consistent.
Correct widths in stencil upload too.
Force 481x273 to 480x272, it's seen in a few games.
Win32: Use CALLBACK (__stdcall) for DinputDevice::DevicesCallback. Fixes 32-bit compilation.
Merge pull request #6217 from thedax/win32-buildfix2

Win32: Use CALLBACK (__stdcall) for DinputDevice::DevicesCallback.
Merge pull request #6212 from thedax/win32-buildfix

Win32: fix three warnings.
Qt: Support Android armv6. Compiles and runs fine with gcc4.8. Creates 16MB APK but less than 10MB with Ministro.
More Qt on Android improvements.
When clamping height to 512, try region/scissor.
Relax display buffer / GetVfbAt() requirements.

Castlevania actually uses a display buffer of 420, it seems.  Since we no
longer allow multiple FBOs at the same address, this should be safe.
Add an experimental sync to keep real time sync.

May help input, audio, and network related lag problems.