DSound: use DSound notifications to produce sound.

Pretty straightforward; IDirectSoundNotify lets you register for
notifications after a certain amount of sound has played, so use that
instead of depending on Update() notifications from the CPU thread.

Also, while I'm here, reduce the buffer size by a factor of 4; this seems
to reduce the latency, although the difference is sort of subtle.
Disable SDL input on Windows.
Remove SDL from Externals.
JIT: unify JitAsm for JIT64 and JIT64IL.

Having a bunch of nearly identical code sitting around isn't a good idea,
so fix that. JITIL had a couple of extra entry points into the JIT main
loop, so adjust the code appropriately.

Also fixes Issue 7186.
Fixes games that use the MMU to page in code(Rogue Leader).

The issue was that on memory exception we wouldn't call in to PPCAnalyst and our code_block would retain the previous blocks information.
This would cause us to compile the previous blocks instructions in prior to the exception exit.
Possibly an OSX buildfix.
Export wii saves to the "User" directory
Get rid of old wx event type usages. Use recommended replacements
Kill off _T and wxT macros

Minor other alterations that relate to above as well.

Also added the PanicAlertT version of alerts for some error messages that
use PanicAlert. We want the user to actually understand why the error
occurred.
Removes ZeroFrog's "optimized" memcpy and memcmp functions.

These were only compiled in on Windows and x86_32.
They provided "optimized" copies and compares based on blocksizes for the AMD Athlon and Duron CPU families.
The code was taken from something that AMD provides with a as-is license.
Just get rid of this crap.
Fix a typo in the JIT debugger window
Remove an unnecessary null check in CodeWindow.cpp.

The validity of ToolBar is checked at the beginning of the function
Fix game list size display.
DVDInterface: make fast disc speed faster.

Fixes workaround for crash in Star Wars Rogue Leader.
ogl: drop csaa support
ogl: drop NV_framebuffer_multisample_coverage
ogl: add ARB_texture_multisample
ogl: use ARB_texture_multisample for msaa
ogl: pixel format shader without resolving

v2: Don't use std::to_string as this function is broken on android.
Merge pull request #331 from degasus/kill_csaa

OpenGL: Use a sample-able texture as EFB instead of renderbuffer.