initial clang format config.
UseTab:          ForIndentation
Don't write to EXRAM if it doesn't exist.

Previously, if a gamecube game wrote to an EXRAM address, dolphin would
segfault.
Panic on invalid reads/writes for non-mmu games.

Previously it would fall through to the mmu code path, and raise a dsi
exception, which it would never check for, so it would continue
executing code silently.
If the stack overflow trap region has already been tripped, don't continue to ignore faults there.

In the unlikely case that it tripped and then, due to a bug, some other
fault occurred (e.g. stack misalignment), Dolphin would go into an
infinite loop rather than crashing.
Get rid of netpad and just send the GCPadStatus in netplay.
Workaround for MSVC not optimizing away Write() in GeneratePixelShader

ShaderConstantProfile and ShaderUid now have an empty implementation
of Write() that uses variadic templates instead of varargs. MSVC is now
able to inline and optimize away this when necessary.
Added __forceinline to AlphaTest::TestResult() to make MSVC inline it
Minor spelling fix
JIT: fix profiler on non-Windows OSs

Still doesn't support timing code (since that's Windows-only), but run counts
will at least work without crashing.
Moved Input Display to Movie Menu
Make EnableBATs an option instead of disabling it entirely
Add FPRF interface option, change from EnableFPRF to just FPRF
Remove unused filter in DolphinWX vcproj file.
Use CRC to output 64 bits instead of 32

A bit hacky, but should dramatically reduce the odds of hash collision.
Change driver details to reflect Qualcomm's changes with their v95 driver.

They fixed their issues with dynamic UBO array member access.
There are many other issues though.
Fix a crash on Android when unplugging a controller during emulation.

If the action we are getting is a ACTION_CANCEL, it means that the "gesture" is aborted and we shouldn't perform any more actions on it.
Fix a race condition in our OpenSL ES audio backend.
After calling enqueue the callback would fire before we had assigned g_mixer a value.
This would cause a fun crash to happen.
D3D: Fixed anisotropic filtering.

This got broken when d3d state cache was implemented.
Merge pull request #1327 from kayru/d3d_aniso_fix

D3D: Fixed anisotropic filtering