This adds a new texture memory allocation header,
texture_memory_alloc2.hpp, with two of each memory area.
This also adds two new examples, "cube_textured" and "cube_vq" that
demonstrate using the new texture_memory_alloc2 to perform CORE
rendering, geometry transformation, and tile acceleration
concurrently.
The previous texture_memory_alloc.hpp was written based on an
incorrect understanding of the "32-bit" and "64-bit" texture memory
address mapping.
The primary motivation is to rearrange the texture memory address map
so that "textures" (64-bit access) do not overlap with 32-bit
accesses, such as REGION_BASE or PARAM_BASE.