Disables NEON optimized instructions.
These are causing issues in games. In particular you get pink on the screen in Animal Crossing.
Disable until fully investigated.

This also disables fastmem on floating point loadstore instructions which are horribly broken and won't actually backpatch when an invalid read/write
is encountered.
Enables the ARMv7 FPR cache.

The problem instructions with the FPR are disabled in the previous commit. This can now be reenabled for fairly large performance gains.
Enables ARMv7 build options entirely on ARM.

We only support ARMv7 with Dolphin, so if we are building on ARM have our target be for armv7-a.
Merge pull request #1542 from Sonicadvance1/armv7-fixes

Reenables the ARMv7 FPR cache + minor ARMv7 things.
Link Foundation/CoreServices into unit tests so they build with DISABLE_WX.
Make check-includes.py properly report bad UTF-8 on all platforms rather than crashing on Python 3.

Doesn't really belong there, but just removing the check doesn't feel
like a good idea.
Fix UCodes.cpp to use UTF-8 encoding.
Don't murder the default PATH and CMAKE_SYSTEM_PREFIX_PATH on OS X.  Just prioritize /usr.

Changing PATH basically screws everything up, and while the attempt to
avoid MacPorts copies of system libraries was well-intentioned, it made
the OS X buildbot unable to pick up ffmpeg and libusb.

It's sufficient to put /usr first to make sure we use the system copies
of duplicated libraries.
Merge pull request #1543 from comex/utf8-issues

stupid utf-8 stuff
Merge pull request #1435 from comex/osx-build

OS X CMake improvements
Separated out the CPU and GPU thread path to avoid clobbering.
Removed the Eternal Darkness check as it is no longer required.

Fixes issue 7835.
Flush the regcache before each FIFO write check.  Fixes the FIFO overflow that occurs in NBA2K11.
Update CPStatus before processing the FIFO events and force an exception check on interrupts.
Added more information into the FIFO unknown opcode error message.
Added a wait state if the CPU thread is running ahead of the GPU thread