XAudio2: Add headers from June 2010 Dx sdk to externals
Render: Skip some more vertices flush by comparing back end vertex signature.
D3D: Wrap context to do prune redundant state changes
D3D: Use UpdateSubResource for Pixel and Vertex constant buffers, make lighting data optional in pixel constant buffer
Render: Move Flushing of Texture in a separate function with an optional mask ( that will be extract from shader reflexion)
D3D: Cache creation of state object ( and fix crash of partial commit within the wrapper), frame duration with fps
D3D: Bring RAII concept to D3D object pointers as class members
D3D: Merge line and point shader in a single class, they share too much and it is still factorisable. Add constant buffer shadow states to skip unneccessary constant upload.
D3D: Disable primitive reset and fix triangle list path as it ends to be better.
D3D: Texture dump do not wast time to copy all the mips anymore
D3D: Add a function to retrieve a mask of the used texture in a shader.
D3D: Use the pixel shader texture mask to flush only useful texture + do not over set geometry shader (todo:: abstract a full shader setup in a common layer)
D3D: Use a single buffer for VB and IB + Memcpy16 + Change crazy amount of VRAM usage that was not in an efficient memory location by keeping the ring buffer reasonable.
Windows: avoid cases with the message queue over peeked.
Render: Fix lighting bug with specular attenuation, the gx normalize the light direction and it is expected to receive from the game vectors with norm>1 ( probably better for precision ).
Merge branch 'master' of git://github.com/dolphin-emu/dolphin
Fix an invalid range base for loop over an unordered_map with deletion inside in WiiSockets
Fix an invalid range base for loop over an unordered_map with deletion inside in WiiSockets
Clean fix to wiisockets based on PR comments
Merge remote-tracking branch 'origin/WiiSocketBugFix'

Conflicts:
	Source/Core/Core/IPC_HLE/WII_Socket.cpp
	Source/Core/Core/IPC_HLE/WII_Socket.h