Add GPUDeterminismMode to isoproperties.
D3D: fix issues with multi-level 1x1 textures on D3D

Fixes NBA 2K11, maybe other things.
Added Australia to the list of valid PAL regions
DVDInterface: CAV disc drive

Changes the read speed of GC discs from 3 MiB/s to 2-3.3 MiB/s,
depending on the location of the data. I also attempted to change the
speeds for Wii discs, but it has very little effect right now because
Wii games use IPC_HLE instead of DVDInterface. It does affect Wii
homebrew that reads Wii discs, though.
DVDInterface: Add a delay for commands other than regular reads

Behavior inspired by WII_IPC_HLE_Device_DI.
Fixes GLExtensions for GL 2.1 or GLES 2 devices.

This wasn't too much of a concern since we normally don't care about this feature set, but it is nice when testing on new devices and they don't
support the higher feature sets but want to run under software renderer.

The Mesa softpipe and PowerVR 5xx drivers don't support higher GL versions, but they shouldn't exit out just because they couldn't get a GL3 function
pointer that isn't even going to be used at that point.
Remove Android <ucontext.h> hack.

There was a longstanding hack that defined ucontext_t manually to work
around the lack of this header on the Android NDK.  However, it looks
like newer NDK versions now have it like good little POSIX boys, and my
recent header reshuffle broke the build on those versions, presumably
because the real and fake definitions of ucontext_t end up included in
the same file where they weren't under the old organization.

Rather than try to revert the conflict, this commit just removes the
hack.  The buildbot's NDK will need to be upgraded.
Android: Silence a few warnings.
OGL: implement bounding box support with ssbo

This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
Compile external WX with C++11 if Linux.

Fixes PR #1545.
Renamed EuRGB60 to PAL60
OGL: fix buffer destruction

This buffer will be unbound in the StreamBuffer class itself, so no need to unbind them before.
Various country flag improvements

* Added country flags for games from Netherlands and Spain
* Added separate category for Region Free games (Uses European flag as placeholder)
* Added missing country filter options in "show regions" menu
* Rearranged country filters for readability
* Incremented CACHE_REVISION

Also fixed various country filters not showing up as options in the "Show regions" menu.
Removed SDK flag

SDK is not an official Nintendo country code, and is not actually used
by any official software.
Converted country flags for DolphinQt
Merge pull request #1566 from Sonicadvance1/fix_gl21

Fixes GLExtensions for GL 2.1 or GLES 2 devices.
Separated out the CPU and GPU thread path to avoid clobbering.
Removed the Eternal Darkness check as it is no longer required.

Fixes issue 7835.
Update CPStatus before processing the FIFO events and force an exception check on interrupts.
Added more information into the FIFO unknown opcode error message.
Added an exception check when the game is close to overflowing.  Fixes the fifo overflow that occurs in Battalion Wars 2.
Changed the CPEnd loop check to an exact match.
Merge pull request #1536 from skidau/fifo-overflow

Fifo overflow fix

The idea behind separating the CPU and GPU thread path is to prevent two threads executing the same function (SetCPStatusFromCPU) at the same time. The CPU thread gets to that function via GetherPipeBursted and the GPU thread gets there via SetCPStatusFromGPU. I wrote the original (factored) version as I like to keep code duplication to a minimum. This worked most of the time but not all of the time. It was a good move to separate it to a GPU version and a CPU version, but then the GPU version called the CPU version at the tail end. Removing the call (as in this PR) prevents the FIFO overflow in Starfox Adventures.

The "Updating the CPStatus before FIFO events" change is simply there to keep the DC code path and the SC code path consistent in the !GPLinked scenario. The SC code path does the same thing when !GPLinked via RunGPU. Putting the SetCPStatus call before the !GPLinked state changes the DC code path to do the same thing. The more we keep the DC and SC code paths consistent, the better.

Forcing the exception check on interrupts is the change for The Last Story. It makes the emulator process interrupts more responsively on CP interrupts.

The HiWatermark check is something that old (pre-2010) versions of Dolphin used to do. Games like Battalion Wars 2 do not expect the GPU to run so slowly and do not have the code to react to that situation, so this change makes the emulator extra careful in those situations.