Copied Visual Studio 2012 templates and adapted them for Visual Studio 2013.
Re-worded some odd-sounding English.
non-static GraphicsCapabilities

Each GraphicsDevice have it's own instance of GraphicsCapabilities. On
the desktop it's possible to have multiple GraphicsDevice created with
different Feature Levels or even using Reference/WARP devices.
add note
openGL
openGL2
GLES
text formatting...
openGL3_ANDROID
Removed unused logger.
Make sure we create the same empty ModelMeshPartContent as XNA when there is no geometry in a mesh.
Added some BoundingSphere tests.
Added missing exception when passing empty list to BoundingSphere.CreateFromPoints().
Helper for epsilon based Matrix comparison.
We correctly create default materials for geometry.
More complete test for missing UV channels.
Support a touch being pressed and released on the same frame. Fixes #2838
Ignore ncrunch files
Replace TouchPanelState.Update with just setting the timestamp so people are aware it isn't doing any work.
Woops, update the unit tests references too
MGFX hashCode

MGFX
Write a hash code of the shader/effect in the Header.

File version up to 6 from 5 because the header has chaneged. I had to
make room for 4 more bytes.

Everything after the header (ConstantBuffers/Shaders/etc) has to be
written into a Memory Stream.
We then calculate a hash from this memory stream and write it to the
header. at the end the memory stream is written into the final stream.
This makes it possible to accept a non seekable stream (network?) but
use more memory.
The alternative would be to store the position, write a null value,
write the rest of the file and seek back to update the hash value.

*MonoGame.Framework/Utilities/Hash.cs *
A modified version of Hash.ComputeHash() that accept streams.
This is only needed if we are going to support MGFX version 5 files.

MonoGame.Framework/Graphics/Effect/Effect.cs
Group header variables into a single struct (MGFXHeader).

Move code that reads the header from ReadEffect() into the new method
ReadHeader.

We now have to read the header every time inside the constructor.
(It seems that MemoryStream that's created from a byte array doesn't
involve memcopy but use the array directly...)

Note: There is a platform (PSM, PlayStation Mobile?) that seems to
handle things differently.

Probably I broke something there, because the code that reads the header
has been moved from ReadEffect to the constructor.
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