Fix a warning. Update native (fix SDL joystick). Fixes #6241.
Fix Replace_memcpy crash

Fix Replace_memcpy crash in #5496
Merge pull request #6248 from sum2012/Replace-table

Fix Replace_memcpy crash
Update ArmCPUDetect to fix potential crashes. Merge from Dolphin.
Silly typos.
Apply tex wrap/clamp in shader for render-to-tex.

Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
Merge pull request #6250 from unknownbrackets/framebuf-clamp

Apply tex wrap/clamp in shader for render-to-tex
Added ability to press analog keys lightly using shift button
Apply clamp and wrap to tex projection as well.

Not sure if this is the correct method or not, since it doesn't really
work properly right now.
Merge pull request #6251 from unknownbrackets/framebuf-clamp

Apply clamp and wrap to tex projection as well
Allocate textures names in blocks.

May improve performance slightly when loading or recycling textures.
Probably uploading the texture is bigger anyway.
Allocate vertexcache buffer names in chunks.

Partially implements #6045.
Reuse buffer objects when possible.

glBufferData() recreates anyway.
Don't allow the buf name cache to get too full.
Fix clamping to the correct texel.

This fixes things when edges bleed in from a larger framebuffer.  We need
to clamp to the internal texels of the range.
When projecting textures, flip V in frag shader.

Slower, but this way we actually project correctly.
Ensure stride in bytes matches FBO up/download.

Even if we should do the copy, we'll currntly use the wrong x/y/w/h.
This fixes incorrect uploads in God of War, which hurt performance a lot.

Unfortunately, in this game there's zero information to tell us the right
size of some small temp framebuffers it uses, so we overestimate their
sizes and the block transfer appears to fall into range.
Enable "simulate block transfer" by default.
Support Grand Knight History's line-by-line xfer.

This is a bit hacky, but what it's doing at least makes sense enough to
heuristically detect.  Still trying to avoid misdetecting God of War.
Merge pull request #6252 from unknownbrackets/gpu-minor

Allocate tex and buffer names in chunks