* Implement Geometry shaders
* Add EmitVertex() and EndPrimitive()
* Read output geometry data from header
* Stub Vmad
* Add Iadd_I32
* Stub Mov_S (S2R)
* Stub Isberd
* Change vertex index to gpr39 in Abuf
* Add stub messages for consistency
* Do not print input block when there is no attributes
* Use GL_ARB_enhanced_layouts
* Skip geometry shaders when there's no GL_ARB_enhanced_layouts
* Address feedback
* Address feedback
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits
* Add separate subroutines for program A/B, and copy attributes to a temp
* Move finalization code to main
* Add new line after flip uniform on the shader
* Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo
* Address PR feedback
* Sort uniform binding to avoid possible failures in drivers fewer bindings
* Throw exception for Cbuf overflow
* Search for free bindings instead of using locked ones
* EnsureAllocated when binding buffers
* Fix uniform bindings
* Remove spaces
* Use 64 KiB UBOs when available
* Remove double colon
* Use IdentationStr and avoid division in Cbuf offset
* Add spaces
* Call OpenGL functions directly, remove the pfifo thread, some refactoring
* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)
* Organized the Gpu folder a bit more, renamed a few things, address PR feedback
* Make PerformanceStatistics thread safe
* Remove unused constant
* Use unlimited update rate for better pref