Some fixes to PSM rendering

Added TexCoord to BasicEffect shaders
Removed default BlendState for BasicEffect pass
Renamed reserved word Texture effect parameter in BasicEffect
Look for EXACT vertex buffer match (vertex and index array sizes must match request)
Revert "Components.Add(...) should not Initialize Components"

This reverts commit c1544bce033f1d0432bb3ef360aef1707af15976.
GameComponents.Add() and Initializing GameComponents

Solve https://github.com/mono/MonoGame/issues/2105
Related to
https://github.com/mono/MonoGame/commit/c1544bce033f1d0432bb3ef360aef1707af15976

This is closer to XNA behavior.
-Initialization of Components is postponed until the call to
base.Initialize(...).
-Components added inside the virtual Initialize(...) but after the call
to base.Initialize(...) need to be self initialized.
-Components added later are auto-initialized.
Fixed the slowdowns that occur when debugging WP8 and dragging the screen
remove unnecessary return
GameFrameworkViewSource supports the Activated event from the CoreApplicationView class, but that's an old class, which the most recent template doesn't use anymore (https://github.com/mono/MonoGame/wiki/Windows-8-Project-Types). The reason that this event is important is to enable game custom protocol activation.
Change clear colour for Intel performance.

THIS BREAKS XNA COMPATIBILITY!

Modern (Sandybridge +) Intel Integrated Graphics chipsets have
a fast clear/blit unit ('blorp') which, at least under Mesa,
can only do fast color clears if all of the channels are being cleared
to either full (1.0 or 255) or empty (0). The default XNA discard
colour, CornflowerBlue, does not have this property. This patch
changes the discard colour to black (0,0,0,255) as this is the colour
likely to be best supported by hardware.

This patch gets rid of a per-clear warning on Intel Ivybride/Mesa 10.0 git
using ARB_debug_output.
Fix for Android memory leak and random null ref exception.
https://github.com/mono/MonoGame/issues/1685
Optimization for setting Matrix[].
Merge pull request #2130 from SickheadGames/matrix

Matrix Array Optimization
Fixed build for Android so that there are 0 errors, 0 warnings.
0 errors, 0 warnings for OUYA.
0 errors, 38 warnings for iOS.
Incorporated comments from @danzel.
0 errors, 0 warnings for Linux.
Mac OS with 0 errors, 4 warnings.
Fixes for 0 errors, 0 warnings on Windows(DX) and WindowsGL.
0 errors, 9 warnings for PSM. All warnings are developer-generated using #warning directive.
Fixed GameTime.IsRunningSlowly
Now fixed timestep is not running slowly all the time
Merge remote-tracking branch 'upstream/develop' into tnc_Initialize_Components