Removed the DSP LLE on separate thread option.

The DSP thread will be enabled if the game is an AX ucode game and if the host has more than two cores (not including hyperthreading).
Disabled the DSP thread if netplay or a movie has been started
Take into account the want_determinism option and do not create a DSP thread if determinism is needed.
Updated C bit on TLB cache hits.
Added TLB state to the save state file.
Moved projection epsilon back to g_fProjectionMatrix[15], which essentially scales vertices instead of just biasing.
Removed the tag check in InvalidateTLBEntry.  All four TLB entries are always cleared on each invalidate command.
Initialised the TLB cache to start from a consistent state on reset.
Merge pull request #1656 from kayru/orthographic_projection_epsilon

Moved projection epsilon back to g_fProjectionMatrix[15]
Stored a copy of the PTE in the TLB like the real hardware does.
Updated PTE.R bit on Write and Instruction fetch.
Added code to read the PTE from MEM2 if the PTE is stored there.
Refactored the two hash functions to reduce code duplication.
Updated save state version.
Merge pull request #1654 from skidau/Fix-TLB-Cache

TLB cache fixes
Merge pull request #1437 from skidau/Remove-DSP-thread-option

Removed the DSP LLE on separate thread option.
D3D: Use two slices for most of our textures.
D3D: Add GeometryShaderCache.
D3D: Add geometry shader stereoscopy support.
D3D: Add SBS/TAB output support.
D3D: Add 3D vision support.
D3D: Restore viewport after stereo blitting.
D3D: Use common GetEFBLayers() instead of GetEFBSlices().
D3DTexture: Bind textures as texture arrays.
D3D: Add geometry shader instancing support.
D3D: Set the geometry shader for triangle primitives.