GeometryShader: Don't read from output variables
GeometryShaderGen: Set the properties of the VS_OUTPUT struct in the uid.
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 when the state is applied.
VertexManager: Don't reset the geometry shader.

This is now properly handled by ApplyState().
Squash me with VertexManager
PixelShaderGen: Sample the correct texture slice.
Squash me with texturecache
D3D: Recreate the framebuffer when stereoscopic 3D is toggled.
Squash me with PixelShaderGen.
D3D: Limit the geometry shader to the VertexManager draw call.
Squash me with GeometryShaderCache