Need to figure out what to do about other Z mappings.
Helps #6411 for OpenGL on desktop primarily, and certain other games affected by #13256
are likely working too like the fog in Harry Potter.
Should make support for depth texturing quite easy.
Unfortunately, this extension does not exist on OpenGL ES. There we'll
have to use ugly tricks with gl_FragDepth if we want this.
Most of our uses of DepthRangeHack was just to get DisableRangeCulling anyway -
and we don't want that on when not needed.
Also disables range culling for Splinter Cell Essentials (see #13035)
We really need to understand range culling better. This is a "ship hack" for 1.11.
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!