* Renaming part 1
* Renaming part 2
* Renaming part 3
* Renaming part 4
* Renaming part 5
* Renaming part 6
* Renaming part 7
* Renaming part 8
* Renaming part 9
* Renaming part 10
* General cleanup
* Thought I got all of these
* Apply #595
* Additional renaming
* Tweaks from feedback
* Rename files
* (Re)Implement format reinterpretation, other changes
* Implement writeback to guest memory, some refactoring
* More refactoring, implement reinterpretation the old way again
* Clean up
* Some fixes on M2MF (old Dma engine), added partial support for P2MF, fix conditional ssy, add Z24S8 zeta format, other fixes
* nit: Formatting
* Address PR feedback
* Move GPU LLE emulation from HLE to Graphics
* Graphics: Move Gal/Texture to Texture
* Remove Engines/ directory and namespace
* Use tables for image formats
* Abstract OpCode decoding
* Simplify image table
* Do not leak Read* symbols in TextureReader
* Fixups
* Rename IGalFrameBuffer -> IGalRenderTarget
* Remove MaxBpp hardcoded value
* Change yet again texture data and add G8R8 flipping
* Rename GalFrameBufferFormat to GalSurfaceFormat
* Unident EnsureSetup in ImageHandler
* Add IsCompressed
* Address some 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