Add VRDevice interfaces and navigator.getVRDevices call
Add VR display item, to be used when vr property is present
Add gfx/layers functionality for VR rendering
Add D3D11 support for VR rendering
Fix up D3D11 genshaders.sh script
Regenerate D3D11 shaders (for VR)
Add GL support for VR rendering
Extend widget's MakeFullScreen method to take an optional nsIScreen indicating the target
Extend mozRequestFullScreen to accept an options dict, with a vrDisplay member
package libOVR (0.4.1)
Create a DEBUG D3D10/11 device on Windows in DEBUG builds (vlad only)
Fill area with black before drawing VR distortion effect

The window manager will draw underneath our window, and then we're expected to paint
over it -- if we just ClearRect(), all that does is make our surface transparent
so that when we blend into the window, the bogus decorations still show through.
We need to do an opaque fill with black.
Extend VR rendering in layers with CSS support
b=1046205, d3d debug layer crash in TextureD3D11::Update; r=bas
workaround for empty visible rects
Add helper for myself for debug positioning
Flip CSS Y axis and negate eye translation coordinates
Scale up eye translation for increased stereo effect until we fix units
WIP direct rendering
WIP Oculus SDK 0.4.2 windows only