[Android] Make our OpenGL ES 3 check in the UI less stupid.
Have our OpenGL/ES context creation be less stupid.
Add CMakeLists.txt.user to the .gitignore file. Closes issue 6873.
Fix Cmake failure.
If we are using OpenGL ES 3, then don't check for OpenGL/GLU
[Android] Fix gamepad input.
Fix ARM unix build.
Small cleanup in the EGL GLInterface.
Oops, I left a bit being set when it shouldn't have been.
[Android] Fix joysticks only capable of right/down movements. Also make it capable of using onscreen joystick even if controller 1 is bound.
Software renderer: Add linear interpolation of fog range adjustment factors.
Remove the flawed, unused attempt to manually emulate Gecko codes.

Parsing Gecko codes (in any manner) is much like parsing HTML with regex
- that w̷a̶y̸ l̵i̷e̴s̵ m̴̲a̵͈d̵̝n̵̙ę̵͎̞̼̙̼͔̞͖͎̝s̵̨̬̱͍͓͉̠̯̤͙̝s̷͍̲̲̭̼͍͎͖̤̭̘.  Luckily, with the embedded codehandler.bin,
the monstrosity may remain at only one implementation.  Anyway, removing
the inserted_asm_codes thing probably speeds up the interpreter a bit.
Add a non-tiny warning about CPUs that will silently desync.
Revert "Jit64: use AVX instructions in some places"

and the fixes afterwards

This reverts commit ff917897731d400a8e71c1480425733e651126ee.
This reverts commit bcefa880e4d062121df9ab8b831170ec3a689a50.
This reverts commit 710a0ff435c8593914c6eb074b6bc4d1985ae8c5.
This reverts commit ddaf29e039d1736be1ca48c1c0b6af1c8d4ec47d.
Jit64: load second operator for double intrutions

SSE do support non-vector instructions, but they _all_ overwrite the dest register
if the src location isn't a register. (wtf?)
So we have to load the src into a temporay register :(
Merge branch 'revert-avx'
Fix the ZLib in Externals. The CMakeLists file looked like it was copy-pasted from ZLib itself. It didn't work for various reasons.
In the shader log message, say if the error came from a PS or VS.
[Android] Things fixed in Qualcomm driver v53. GLSL Centroid usage. SHADER_INFO_LOG reporting 0 at all times. Some crazy nonsense that broke the FPS counter. Those are all fixed. glBufferSubData still makes the device do a OOM error, and is still stupidly slow to use. Many more bugs remain in this latest Qualcomm driver.
Work around AMD's broken Linux drivers when it comes to pinned memory and base_vertex usage. It seems that using pinned memory with base_vertex disabled is quicker than the other way around.