Gameini updates.

Updates game inis for Serious Sam: Next Encounter (gc), CAPCOM VS. SNK 2
EO (gc), Baten Kaitos Origins (gc), Baten Kaitos Eternal Wings and the
Lost Ocean (gc), Sonic Adventure 2 Battle (gc), Sonic Riders (gc), Sonic
Adventure DX (gc), Mini Ninjas (wii), The Legend of Zelda Skyward Sword
(wii).
Fixes issues 7146 and 6440.
More updates.

For 007: Agent Under Fire (gc), SHADOW THE HEDGEHOG (gc), NFL Street
(gc), NFL Street 2 (gc), NBA STREET V3 (gc).
Fixes issues 7224, 7216 and 7238.
x64FPURoundMode: use fesetround() instead of asm
x64FPURoundMode: always set x87 precision

Set the x87 precision, even on x64. Since we are using x87 instructions
in the JIT now, we can't guarantee that x87 precision will never
influence Dolphin on x64.
GCMemcard: fix edge case of adding to a fragmented memcard.

allocates last block of memcard, and then wraps around, instead of attempting to write past the end of the card
Merge pull request #329 from Tilka/rounding

Small FPU settings changes
Jit64: implement tw/twi more accurately

Fixes issue 7253.
Merge pull request #290 from Linktothepast/gameini_updates

Gameini updates.
Move the #pragma once header guard before the includes in Statistics.h in VideoCommon.
VideoCommon: fix indirect texture coordinate computation in TEV.

Even if an indirect texture stage doesn't actually sample a texture, we
still need to emit the relevant math.

Fixes Issue 7092.
VideoCommon: correctly compute whether an indirect texture stage is active.

This is consistent with the implementation in PixelShaderGen.
Enables usage of GLSL textureSize on Qualcomm v66.

Qualcomm's v66 drivers have a working textureSize() function now.
Enable usage of it.
ogl: fix signed vs unsigned comparison warning
ShaderGen/D3D: inline centroid
ShaderGen: merge early-z blocks of ogl+d3d
ShaderGen: use cbuffers for D3D
ShaderGen: inline constant shaders
PixelShaderGen: drop fmod as it isn't used any more
PixelShaderGen: extract iround
ShaderGen: make clipPos readonly