VideoCommon: Handle wireframe mode in the geometry shader.
D3DState: Remove wireframe rasterizer support.
VideoCommon: Make IsPassthrough() a function of the ShaderUid.
GeometryShaderGen: Re-emit the first vertex when wireframe mode is enabled.
Merge pull request #1716 from Armada651/geom-wireframe

VideoCommon: Handle wireframe mode in the geometry shader.
Merge branch 'master' of https://github.com/dolphin-emu/dolphin into VR-Hydra

Conflicts:
	Source/Core/VideoBackends/D3D/Render.cpp
	Source/Core/VideoBackends/OGL/Render.cpp
	Source/Core/VideoCommon/GeometryShaderGen.h
VideoConfig: Give VR mode it's own "Video_Hacks_VR" and "Video_Settings_VR" section for settings that will differ between VR and non-VR games.
This was causing many issues in VR mode.  For instance, Mario Kart Wii automatically enabled EFBEmulateFormatChanges which breaks stereoscopic rendering of the EFB.  Metroid automatically loads "SafeTexutreCacheColorSamples = 512" which causes severe stutter with the culling codes.  Now VR games can be assigned their own settings that makes sense for VR.
To Do: Should more of these settings get their own VR copies?  Should "Crop", "AspectRatio", "wideScreenHack", etc never get loaded if g_has_hmd?
Merge remote-tracking branch '2eyeguy/VR-Hydra' into VR-Hydra
Merge branch 'VR-Hydra' of https://github.com/cegli/dolphin into VR-Hydra
Always loads the normal settings but VR settings can override them.
This way we don't have to edit every single ini file to make it work in VR.
You now have to explicitly set things to false in the VR settings if you only want them enabled in non-VR.