VideoSoftware: Added Real XFB support.

Massivly increases the accuracy of VideoSoftware, if it's going to be slow, it
might as well be accurate.

 * Fixes flickering issues in games which double render to get Hardware AA, like the Peach's Castle tech demo.
 * Rouge Squadren 2's Cantina Intro doesn't flicker anymore, but it duplicates the top half of the screen onto the bottom.
 * Any games which need RealXFB support should now work in Video Software
Appease the all powerful buildbot.

Visual Studio's struct alignment #pragma is ugly.
Now Compiles on Visual Studio.

Fixed a PEBCAK issue where a developer was commiting things to git
without checking they actually fixed the issues causing buildbot to
fail.
Fixed nogui build.

ConfigManager.h was being indriectly included into SWmain.cpp, but only
when a gui was being built. So we just include it directly.
Fixed a few issues bought up in code review.
Videosoftware realxfb: Fixed a few bugs while testing Zelda: Collectors Edition

 * Don't force a frame to be progressive if it's already progressive.
 * Don't assume the framebuffer will be 640 pixels wide
 * Remember to offset the Luma channel by 16.
Added a Bypass XFB option to Videosoftware's configuration.

This is useful for testing XFB vs no XFB in videosoftware, for
compatablity or visual comparasions.
Fix a few typos.
Merge branch 'master' into videosoftware-xfb

Conflicts:
	Source/Core/VideoBackends/Software/Src/EfbCopy.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.h
	Source/Core/VideoBackends/Software/Src/SWVideoConfig.cpp
	Source/Core/VideoBackends/Software/Src/SWmain.cpp
Remove c++11 feature so VC2010 can be happy.
Increase res of color texture to match PAL Super Smash Bros: Brawl

The pal version of SSBB has a 640x568 xfb, which is larger than the efb.
Increase the size of the static textures and put in some runtime checks
to prevent buffer overruns.
Dynamically allocate color textures.

Saves ram when the video software backend isn't being used.
[Android] Initial implementation of the extended info menu.

Most fragments are not implemented yet. This is just a working base framework for it.
Merge of GL-AutoChoose.
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
Move Win32 specific function grabbing fallback to WGL.cpp. Fixes issue 6964.
Rename our GLInterface class function 'GetProcAddress' in order to not have clashing function names due to Windows.
Automatic translation resources update from Transifex
Change the gettextize to not update .po files (Transifex will do that)
Automatic translation template update
Reenable vsync after releasing tab even if frame limit is disabled.