Merge pull request #344 from magumagu/tev-indirect

VideoCommon: fix indirect texture coordinate computation in TEV.
Merge pull request #345 from Sonicadvance1/Qualcomm-textureSize

Enables usage of GLSL textureSize on Qualcomm v66.
OpenGL: delete unused function parameter in TextureConverter.

(While I'm here, also mark some functions static.)
VideoInterface: accurate XFB width and height.

What we call "fbWidth" here is really the stride, but I'll fix that in a
followup.
VideoCommon: recreate XFB texture when the XFB size changes.

We need to do this to correctly deal with games which dynamically change the
XFB width and height.
VideoInterface: clean up naming and bitfields.

Matching the hardware more closely will hopefully make this code easier to
read.
Merge pull request #339 from magumagu/opengl-unused-parameter

OpenGL: delete unused function parameter in TextureConverter.
JIT: unify JitAsm for JIT64 and JIT64IL.

Having a bunch of nearly identical code sitting around isn't a good idea,
so fix that. JITIL had a couple of extra entry points into the JIT main
loop, so adjust the code appropriately.

Also fixes Issue 7186.
Adds support for the PP shaders in the Android UI.

Copies over the PP shaders to the APK's assets and installs them on run.
Exposes them via the video settings UI.

This is in anticipation of dropping the workaround for rotated blits on Adreno and instead forcing shader usage by the user.
Merge pull request #336 from magumagu/xfb-vertical-scale

XFB width/height handling fixes
Fixes our post processing shaders so they work under OpenGL ES 3.0

Most of our shaders relied on implicit int->float conversions.
This fixes the assumption that this is allowed
Merge pull request #330 from LPFaint99/GCMemcard_addsave_fix

GCMemcard: fix edge case of adding to a fragmented memcard.
DVD emulation: make seek timing more accurate.

Based on real measurements of a Gamecube disk on a Wii.  (If anyone else
is interested in running more tests, I can upload my code; it's a mess at
the moment.)

This isn't a complete model, but it's a step in the right direction:
in Metroid Prime, the loading times are sane, and I think I managed to do it
without breaking anything.
DVDInterface: tweak buffered reads to be a bit faster.

A read finishes when the result is complete in the drive's buffer, not
main memory.
Change Android's default EFB configuration to texture instead of disabled.
Merge pull request #185 from degasus/shader-cleanup

Shader cleanup
Add a std::make_unique implementation

Some compilers we care about (mostly g++) do not support std::make_unique yet,
but we still want to use it in our codebase to make unique_ptr code more
readable. This commit introduces an implementation derivated from the libc++
code in the Dolphin codebase so we can use it right now everywhere.

Adapted from delroth's pull request.
Use std::make_unique where it makes sense to

(and improve some other unique_ptr initializations).

Adapted from delroth's pull request.
Apparently the debug build has not been freeing memory since 2008. Undo that.
DVDInterface: code cleanup.