MemoryWindow: Remove wxSprintf call, use wxString::Format instead.
D3D: Fixed D3D validation error during EFB to texture copy

Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
JIT: use fastmem loads in MMU mode.

Even in games that require MMU mode, loads outside the area specified by
the BAT are rare, so fastmem is a substantial improvement.

All of the interesting changes are in the backpatch handler, to make it
generate DSI exceptions correctly.
JIT: simplify code using MOVTwo.
windows: use qt 5.4.0
DiscIO: Clear error status when reading file
D3D: Use two slices for most of our textures.
D3D: Add GeometryShaderCache.
D3D: Add geometry shader stereoscopy support.
D3D: Add SBS/TAB output support.
D3D: Add 3D vision support.
D3D: Restore viewport after stereo blitting.
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
D3DTexture: Bind textures as texture arrays.
D3D: Add geometry shader instancing support.
D3D: Set the geometry shader for triangle primitives.
PixelShaderGen: Sample the correct texture slice.
D3D: Recreate the framebuffer when stereoscopic 3D is toggled.
PixelShaderCache: Add texture array support to static shaders.
PSTextureEncoder: Add texture array support.

We only read the first slice, because EFB2RAM doesn't support texture arrays.