Remove weird buffering from WII_IPC_HLE_Device_sdio_slot0.cpp
VideoCommon: normalize lighting direction.

It seems that the lighting direction must be normalized. This fixes lots of lighting issues mostly shown in the d3d backend.
Gcifolder use correct region for fifologs and homebrew
Don't create a Panel for a seperate render window.

Instead of setting RenderParent to null and raising complexity RenderFrame can be its own parent.
Remove CPanel.

Let the RenderFrame handle those messages.
Frame: Make RendererHasFocus() compatible with the new window structure.
Prevent DXGI from making changes to the window.

Prevents DXGI from responding to Alt+Enter and messing up our fullscreen handling.
D3D: Request desktop resolution before overriding the buffer size.

This fixes issues where the wrong refresh rate is selected for some monitors.
D3D: Add exclusive fullscreen support.
D3D: Return to windowed mode before destroying the swapchain.
D3D: Initialize the renderer in exclusive fullscreen mode if it is enabled.
D3D: Make the swapchain available outside of the namespace.

This commit reverts a part of pull request #579.
Renderer: Restore exclusive mode after focus has been regained.
Cosmetic changes based on feedback on PR #506.
D3D: Don't set the windowed mode size when we initialize in fullscreen.
Renderer: Don't attempt to switch to exclusive fullscreen if "render to main" is enabled.
Core: Make CPU_POWERDOWN the initial CPU state.

This isn't a correct state for the CPU to begin in when starting the application.

Also CPU_STEPPING as an initial state causes the emulator to crash if you use any of the debugger stepping buttons, since it checks if the CPU is in the CPU_STEPPING state before performing their functions.
DolphinWX: Fix a possible crash when setting debugger memory values.
VideoConfig: Add "Borderless Fullscreen" option.

This option will disable exclusive fullscreen for users who prefer the old behaviour.
Let the Renderer decide when to exit fullscreen.

This ensures the transition from/to exclusive mode happens while the RenderFrame is fullscreen.

This prevents fullscreen loops and relieves us of having to restore the window size after we exit fullscreen.