VideoCommon/VertexLoader: Remove NRM enum
VideoCommon/VertexLoader: Remove duplicate point min and max calculation
VideoCommon/VertexLoader: Add more use of std::min and std::max
Software backend: Delete forked PixelEngine.

Mostly just zapping a bunch of duplicated code; the only interesting thing
going on here is the changes to the performance counter implementation.
D3D11: Use appropriate shader for PEEK_Z.

Trying to use GetDepthMatrixProgram outside of
TCacheEntry::FromRenderTarget is a bad idea, so don't.  Instead, use a
shader which only copies the input.

Fixes lens flare depth test in Twilight Princess. See
http://code.google.com/p/dolphin-emu/issues/detail?id=5999 .
fix exporting all saves in memcardmanager
SWBackend: Fix code style.
Assign "user_defined" value properly for downloaded Gecko codes.

Fixes Issue 7156.
Remove dumb CodeBlock duplication in the emitters.
Fixes issue 6990.
This uses a bit of templating to remove the duplicate code that is the CodeBlocks in each emitter headers.
No actual functionality change in this.
Merge pull request #253 from Sonicadvance1/CodeBlock-dedup

Remove dumb CodeBlock duplication in the emitters.
Merge pull request #213 from Jezze/vertexloader-cleanups

Vertexloader cleanups
[ARM] Minor cleanup to lXX and stX. Fixes a bug.
Fixes an issue in lXX where if the instruction was an update instruction and was a register address offset that we would add garbage values to the
writeback register.
Does some minor cleanups as well which save a few instructions here and there.
Merge pull request #252 from shuffle2/master

Assign "user_defined" value properly for downloaded Gecko codes.
Renamed all Core/DPS/Dsp* files to Core/DSP/DSP*
Updated the Cmake and VCX project files
Merge pull request #250 from darkjack/master

Renamed all Core/DPS/Dsp* files to Core/DSP/DSP*
Merge pull request #242 from LPFaint99/GCMemcard

MemcardManager: Fix "export all saves"
Merge pull request #224 from magumagu/swrender-deletepixelfork

Software backend: Delete forked PixelEngine.
D3DBackend: Don't recompute ID3D11Layout.

CreateInputLayout requires a shader as an input, but it only cares about
the signature; we don't need to recompute it for different shaders with
the same inputs.
Merge pull request #223 from magumagu/d3d-cache-input-layout

D3DBackend: Don't recompute ID3D11InputLayout for different shaders.