[dx8 patch 12]: huge cleanup + split

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Hi all,
 it seems a big patch, but it's only simple cleanups/splits ;)

 it's the first and bigger patch for splitting d3d8 from the future d3d7/d3d8/d3d9 comon code 

 Changelog:
   - some needed cleanups for future dx9 and d3d common layer support:
     - stateblocks to IDirect3DStateBlockImpl interface and moving into a new file (stateblock.c)
     - shaders to IDirect3D*ShaderImpl interfaces
     - splitting vshader and vshader declaration as in dx9 into 2 interfaces (for future common layer use)
     - vshader declaration code to a new file (vsaderdeclaration.c)
     - device calls to new interfaces (redirect stubs)
   - simple texture fix for a little regression after last jason patches
   - some caps code using the GL/glext.h defines (GL_VERSION_*)
  
  Todo:
   - renaming IDirec3DDevice8Impl::StateBlock to IDirec3DDevice8Impl::startupStateBlock
   - moving IDirec3DDevice8Impl d3d generic code to a "common layer" interface (maybe IDirec3DDeviceImpl)
   - merging new DrawPrimitive prototype (using ddraw code) with current code
   - splitting d3d8_private.h into 2 headers (d3d8 specific header, and common layer header)
   - merging the hal base prototype

Raphael
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