WIP of separating Android sound and implementing proper Dispose pattern.
Merge branch 'MaxMipLevel' into develop
Added ISpriteBatch, Texture2D.FromByteArray, faster RenderTarget2D.GetData, and MonoGame.cfg option
* Refactored faster GetData for RenderTarget2Ds
Merge branch 'develop' of github.com:mono/MonoGame into audio-android-dispose
* Reverted spritebatch stuff
* Took out version check from SDL2_GameWindow
* Revered SDL2_GameWindow
* Added NoAudioHardwareException when doing LoadContent<SoundEffect> to match XNA spec
* Removed generic Exceptions when initializing OpenAL (we just fail silently now).
* If you catch and ignore the NoAudioHardwareExceptions things will work just fine
* If you don't catch the exception a dialog box will show up (ala what XNA would do)
* Forgot this slight rearrangement of methods
Merge branch 'develop' of github.com:mono/MonoGame into audio-android-dispose
OpenAL and XAudio pooled and explicit instances tested with proper Dispose pattern.
Added throw of NoAudioHardwareException for OpenAL if drivers could not be loaded.
Fix PSM compile error.
Merge branch 'develop' of https://github.com/mono/MonoGame into develop
Add support for float3x2 matrices
Merge pull request #2685 from flyingdevelopmentstudio/EffectParameterFloat3x2

Effect parameter float3x2
Merge pull request #2677 from KonajuGames/audio-android-dispose

Add Android SoundEffect classes and Dispose pattern
Merge back from develop
* Fully reverted RenderTarget2D
* Fully revert RenderTarger2D
* Fixed a bunch of style issues in the pull request
* Added better error handling for audio stuff