PostProcessing: Ensure shader is applied when we switch to Anaglyph mode.
OGL: Remove Virtual XFB SBS support.
ProgramShaderCache: Abort shader compilation if geometry shader failed to compile.
TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.
GeometryShader: Adjust positions after projection.

By adjusting the positions in clip space we can avoid the re-projection.
ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.

GLSL130 doesn't support passing structs between shaders.
This is not a problem for stereo 3D which has a GLSL150 requirement.
D3D: Use two slices for most of our textures.
D3D: Add GeometryShaderCache.
D3D: Add geometry shader stereoscopy support.
D3D: Add SBS/TAB output support.