Partial update to 0.4.4, fix compilation issues (and some crashes)
OGL: Use a fixed VAO for attributeless rendering.

Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
OGL: Properly reset the attributeless VAO.
Merge remote-tracking branch 'cegli/VR-Hydra' into HEAD
OGL: Bind the attributeless VAO before EFB copies.

Fixes crashes in Zack & Wiki using an older NVIDIA driver.
OGL: Move attributeless VAO creation to Init.

This way we won't trash an existing bound VBO by mistake.
OGL: Ensure a VAO is bound for all attributeless.

Unfortunately, some of these cases are not well tested, because I don't
know how to reproduce them.
Fix hires texture path.
Merge remote-tracking branch 'cegli/VR-Hydra' into VR-Hydra
Cleanup calls to MakeCurrentOffscreen(), make rift setup use GLinterface rather than global GLX functions
Hide VR920 mode for non-windows builds
D3DState: Always update the m_pending members in the setters.

Fixes unintentional behaviour when a setter is called twice before the state is applied.
D3DState: Set the pixel shader in m_current when linking dynamically.
Merge pull request #13 from CarlKenner/VR-Hydra

I fixed the stereoscopic 3D to make it VR
Merge pull request #1695 from Armada651/stateman-setters

D3DState: Always update the m_pending members in the setters.
Merge branch 'VR-Hydra' of https://github.com/cegli/dolphin into VR-Hydra
Fix building with GCC under default compilation options (-fno-permissive)
Merge pull request #1685 from RachelBryk/hires-tex

Fix hires texture path.
Gave the GPU determinism game property its own ID so that changing it to "Not Set" does not disable the emulation issues textbox.
Merge pull request #1650 from unknownbrackets/attributeless-fix

OGL: Unbind the active VAO before attributeless rendering