Added Windows implementation of GetData to Texture3D
Fix GetData in Texture2D.
Switching from properties to fields in GetData in Texture3D
Added tests for Get/SetData members of Texture2D and Texture3D
Fix row pitch support in GetData in Texture2D and Texture3D
Some fixes to PSM rendering

Added TexCoord to BasicEffect shaders
Removed default BlendState for BasicEffect pass
Renamed reserved word Texture effect parameter in BasicEffect
Look for EXACT vertex buffer match (vertex and index array sizes must match request)
Removed #define DIRECTX from Texture3D.cs
Fixed Texture2D.GetData() when a rectangle is given.
Merge https://github.com/mono/MonoGame into develop

Conflicts:
	Test/MonoGame.Tests.Windows.csproj
	Test/MonoGame.Tests.XNA.csproj
Revert "Components.Add(...) should not Initialize Components"

This reverts commit c1544bce033f1d0432bb3ef360aef1707af15976.
GameComponents.Add() and Initializing GameComponents

Solve https://github.com/mono/MonoGame/issues/2105
Related to
https://github.com/mono/MonoGame/commit/c1544bce033f1d0432bb3ef360aef1707af15976

This is closer to XNA behavior.
-Initialization of Components is postponed until the call to
base.Initialize(...).
-Components added inside the virtual Initialize(...) but after the call
to base.Initialize(...) need to be self initialized.
-Components added later are auto-initialized.
Fixed the slowdowns that occur when debugging WP8 and dragging the screen
remove unnecessary return
Fix DictionaryReader.Read when existing instance supplied

This can occur on Android when reloading subclassed Texture2D sprite sheets (ie when a dictionary is used to store named texture regions)
Merge pull request #2111 from Aranda/dictionaryreader

Fix DictionaryReader.Read when existing instance supplied
Merge branch 'develop' of https://github.com/mono/MonoGame into develop
GameFrameworkViewSource supports the Activated event from the CoreApplicationView class, but that's an old class, which the most recent template doesn't use anymore (https://github.com/mono/MonoGame/wiki/Windows-8-Project-Types). The reason that this event is important is to enable game custom protocol activation.
Merge pull request #2016 from kfazi/develop

Fixed issue #2010 and #1966
Change clear colour for Intel performance.

THIS BREAKS XNA COMPATIBILITY!

Modern (Sandybridge +) Intel Integrated Graphics chipsets have
a fast clear/blit unit ('blorp') which, at least under Mesa,
can only do fast color clears if all of the channels are being cleared
to either full (1.0 or 255) or empty (0). The default XNA discard
colour, CornflowerBlue, does not have this property. This patch
changes the discard colour to black (0,0,0,255) as this is the colour
likely to be best supported by hardware.

This patch gets rid of a per-clear warning on Intel Ivybride/Mesa 10.0 git
using ARB_debug_output.
Added new Kindle devices for inverted orientation

Fixed typos in comments