VideoSoftware: Added Real XFB support.

Massivly increases the accuracy of VideoSoftware, if it's going to be slow, it
might as well be accurate.

 * Fixes flickering issues in games which double render to get Hardware AA, like the Peach's Castle tech demo.
 * Rouge Squadren 2's Cantina Intro doesn't flicker anymore, but it duplicates the top half of the screen onto the bottom.
 * Any games which need RealXFB support should now work in Video Software
Appease the all powerful buildbot.

Visual Studio's struct alignment #pragma is ugly.
Now Compiles on Visual Studio.

Fixed a PEBCAK issue where a developer was commiting things to git
without checking they actually fixed the issues causing buildbot to
fail.
Fixed nogui build.

ConfigManager.h was being indriectly included into SWmain.cpp, but only
when a gui was being built. So we just include it directly.
Fixed a few issues bought up in code review.
Videosoftware realxfb: Fixed a few bugs while testing Zelda: Collectors Edition

 * Don't force a frame to be progressive if it's already progressive.
 * Don't assume the framebuffer will be 640 pixels wide
 * Remember to offset the Luma channel by 16.
Added a Bypass XFB option to Videosoftware's configuration.

This is useful for testing XFB vs no XFB in videosoftware, for
compatablity or visual comparasions.
Fix a few typos.
Merge branch 'master' into videosoftware-xfb

Conflicts:
	Source/Core/VideoBackends/Software/Src/EfbCopy.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.cpp
	Source/Core/VideoBackends/Software/Src/SWRenderer.h
	Source/Core/VideoBackends/Software/Src/SWVideoConfig.cpp
	Source/Core/VideoBackends/Software/Src/SWmain.cpp
Remove c++11 feature so VC2010 can be happy.
Increase res of color texture to match PAL Super Smash Bros: Brawl

The pal version of SSBB has a 640x568 xfb, which is larger than the efb.
Increase the size of the static textures and put in some runtime checks
to prevent buffer overruns.
Dynamically allocate color textures.

Saves ram when the video software backend isn't being used.
OpenCL: Use correct license header for TextureDecoder.
Use less brain damaged names for DLCache and TextureDecoder.
Update Readme.txt.
Remove all instances of OpenCL in the Dolphin Project. A brief history of OpenCL in Dolphin. OpenCL was originally added to the Dolphin codebase 1 month after it was released with OS X Snow Leopard in 2009. OpenCL was one of the largest group projects that Dolphin ever has had. The OpenCL texture decoder was originally aded with version 1.0 of the OpenCL spec; This version didn't have the capability of a OpenCL-OpenGL interop which would allow for uploading textures once and have it decoded directly to a OpenGL texure. This was to be worked out when the OpenCL 1.1 spec was released and allowed the interop. This work has never been done, and no one in the team is willing to work on it for various reasons. OpenCL has had the unreasonable expectation that it increases the performance of video games that require a large amount of EFB copies like NSMBW. In reality, enabling OpenCL just put the graphics card in a higher power mode which increased the game speed. This is due to the unfortunate effect of Dolphin tending to not push GPUs out of their lower frequency power savings modes. Thanks to everyone that had contributed to the OpenCL texture decoder.
Fix Windows Build
Fix Linux build.
[Android] Remove the now unused texture loader on the JNI side of things.
[Android] Make our OpenGL ES 3 check in the UI less stupid.