d3d: Specify clamping incr/decr of stencil.
Use dst factor w/ dst in reverse sub blending.
d3d: Remove another use of D3DCOLOR.

Fixes more colors.
Merge pull request #6787 from mgaver/patch-7

Update korean.txt
d3d: Set the lod bias for textures.

Why aren't these caching?
d3d: Cache sampler/render state like in GL.

Small 3% performance improvement.  Also, would prefer to have the bugs
from this now rather than later.
d3d: Scale positions by 128/32768.
Merge pull request #6791 from unknownbrackets/d3d

d3d: Enable state caching, fix another color issue, fix scale
Fix issue with LoadSymbolMap filename
d3d: Don't flip render-to-tex.

Fixes flipped screens and objects in a bunch of games.
Forget the bound texture on fbo_create().

Just in case, since it overrides the texture.
Update native to cache bound fbos.
Only unbind the read fbo id draw can be skipped.
Avoid unbinding the draw fbo where possible.

If we're just going to bind another one, no need to trade around.
Rebind the fbo after inter-buffer copy.

Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
Perform intra-buffer blits directly.

As far as I can tell, this doesn't need a temp fbo.
d3d: Avoid rewriting textures, just swizzle.

Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.

Technically we could do it in OpenGL as well.

Small (1-2%) performance improvement in FF2.
d3d: Correctly disable stencil testing.
Merge pull request #6800 from unknownbrackets/fbo-bind-opt

Optimize framebuffer binding and blits
Merge pull request #6801 from unknownbrackets/d3d

d3d: Avoid rewriting textures to BGRA from RGBA, just swizzle