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.
D3D: Implemented context state caching

This avoids most of the redundant API calls.
D3D: Removed cull mode changes for lines and points

Fixed include order and whitespace
D3D: StateManager m_current and m_pending are now value-initialized
D3D: Fixed StateManager member function name case
D3D: Fixed debug validation error

A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
DolphinQt: Silence -Wshadow warnings.
Added GameCube Adapter support.

The libusb driver must be installed on the adapter (e.g. zadig can be used to install the driver in Windows).  GameCube pad controllers are supported and will override the current input device assigned to the port.  GameCube controller buttons are auto-configured and cannot be re-assigned.  Rumble is supported.  Hotplug is supported while playing a game.  If a controller is unplugged from the adapter, Dolphin will fallback to using the host input device on that port.  If a port on the adapter is unused, Dolphin will use the host input device for that port, allowing a mixture of host input devices and controllers connected to the adapter.

The adapter support can be disabled in the Controllers config if the OS driver is preferred (allowing the pad buttons to be reconfigured).

One adapter per system is supported.
Retrieved the endpoint addresses of the GC Adapter via the descriptor.
VolumeHandler: Return success value
Fixed wireless GC controller detection.
Made the controller update thread-safe.
Added pad origin to wired and wireless pads only.
Moved the GC Adapter processing under "Standard Controller" as it appears the adapter does not work with controllers other than the standard controller (pads, bongos, some dance mats).
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.
Merge pull request #1503 from kayru/d3d_optimization_cache

D3D: Filter redundant API calls by caching state in StateManager
Fix hires texture path.
Merge pull request #1682 from JosJuice/volumehandler-return

VolumeHandler: Return success value
Enable block-linking with MMU.  Blocks that cause an ISI exception are not linked.