Added projection matrix epsilon that fixes depth clipping issues in some games
Removed the DSP LLE on separate thread option.

The DSP thread will be enabled if the game is an AX ucode game and if the host has more than two cores (not including hyperthreading).
Disabled the DSP thread if netplay or a movie has been started
Take into account the want_determinism option and do not create a DSP thread if determinism is needed.
Moved projection epsilon to a more reasonable place
use GL_TEXTURE_2D_ARRAY for most of our textures
Add geometry shader generator for stereo 3D.
Pass VS_OUTPUT structs between shaders.
VideoConfigDiag: Add Stereo 3D option.
PostProcessing: Add layered stereoscopy support.
VertexShaderManager: Compute stereoscopy projection matrices.
PixelShaderGen: Sample the correct texture layer.
TextureCache: Implement layered framebuffer support.

Stereoscopic EFB2Tex is now supported.
GeometryShaderGen: Allow stereoscopy to be disabled.

Will facilitate future use of this generator for other purposes.
TextureCache: Check the number of layers before reusing a texture.
TextureCache: Set proper vertex limit in geometry shader.

Without instancing 6 vertices are output instead of 3.
ShaderGen: Add a stereoscopy flag in the UID data.
ShaderGen: Handle ShaderCode objects directly.

ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
TextureCache: Ignore the geometry shader if stereoscopy is disabled.
ShaderGenCommon: Move uniforms into a common static string.