Do it inside inColon
Use vldmia not vld1 for QuickTexHashNEON().

It turns out this is ~20% slower usually, so aligned is not worth the
pipeline hit.
Minor improvements to QuickTexHashNEON().

Cuts a VFP switch, oops.
Don't use aligned loads in non-inlined funcs.

I'm wanting things to stay in registers, but that's not realistic for
arguments.  Force inline the others.  May help #5699.
Fix exists check in VFSFileSystem::GetFileInfo().

Only matters if it can't map the path / doesn't have the apk mapped (e.g.
as on headless right now.)
Properly fail loading state when fonts don't match.

It should fail later anyway, but this will prevent crashes just in case.
Add a NEON VMOV imm encoding to the emitter.
Support other constant VMOVs on NEON.

Float is especially useful.
Implement NEON register VMOVs.
Add a float->GP reg, fix VDUP for I_16.
Fix VLDM/VSTM encoding for D/Q regs.

Now it is actually using ASIMD/NEON.
vertexjit: Fix non-morph 5551 decoding.

Oops, it was just wrong before.
vertexjit: Save S16-S31 registers in ARM.
vertexjit: Support morph pos/norm on ARM as well.
vertexjit: support 8888 morph on ARM.
vertexjit: Attempt 16-bit color morphs on ARM.
vertexjit: Implement NEON color morphs on ARM.
vertexjit: Improve NEON align on color morph ARM.
vertexjit: Combine a few loads and stores on ARM.
Log if any games are actually using s8 through.

Not sure about z sign.