[buffer_storage] Implement ARB_buffer_storage. Disable it for GL_ARRAY_BUFFER due to a bug in Nvidia's drivers that causes black screen with it.
[buffer_storage] Require GLEW 1.10 which has the new OpenGL 4.4 methods. Fixes linux build.
[buffer_storage] Add the CLIENT_STORAGE_BIT since we access the buffer more frequently on the client side than the server side. That is exactly what the hint is for.
[buffer_storage] Code formatting changes suggested by Bh44L
[GLExtensions] Make sure to initialize our function pointers with VideoSoftware as well.
[GLExtensions] Don't fail out loading funciton pointers in both ES2 and ES3 modes.
Allow wiimote source to be set via game ini.
Fix android build.
Really fix android build.
I've never claimed to be a good coder.
[GLExtensions] Oops. Don't just outright disable these helper functions.
[GLExtensions] Pull in all the function pointers for OpenGL 1.1, This removes the need for a couple compile time differences between GL and GLES3 mode.
[GLExtensions] wxWidgets expects to statically link in to GL 1.1 functions like any sane project. Let them do this.
[GLExtensions] Missed a couple USE_GLES3 compile time differences.
[GLExtensions] Make sure to link against libdl since we use it to grab GL function pointers in Linux/Android in the case the GLInterface->GetProcAddress fails.
[Android] Simplify resizeDrawable in OverlayConfigButton.java.

Also add a missing override to onRestart in DolphinEmulator.java.
[Android] Simplify instantiations of OverlayConfigButton.java. Also simplified resizeDrawable even more. We just acquire the resource instance and then get the display metrics directly.
Allow pad settings to be set via game ini.
Bootmanager.cpp fixes and clean up.

Some settings that bootmanger reads from game ini can be changed while a game is running, so we don't have to revert these back to what they were when starting the game, unless they were actually changed by the game ini.

Fix signed/unsigned warnings that pauldacheez pointed out.
ogl: clamp to edge for out of bound efb access

fixes issue 6898

OpenGL defaults are GL_REPEAT, which is even more unlikely than GL_CLAMP_TO_EDGE.
As I can't test the behavoir of the real hardware, I changed it to how it works before,
but I guess just clip the texture makes more sense.