Allow switching cpu thread on/off ingame.
Avoid calling GetPointer() multiple times in a row
armjit: Correct NEON/non-VFPU reg allocation order.

This fixes vh2f, which unbreaks games like Dissidia 012 and others.
armjit: Fix BKPT on simple exits.

If we get lucky and write a single-op destination address, we only emit
one op.  So we have to check the next op before overwriting.
Merge pull request #7216 from chinhodado/patch-1

Avoid calling GetPointer() multiple times in a row
Fix FakeJit, start preparing a little for ARM64
Fix to VFPU register allocation. Fixes #7174

GetFreeXRegs(_,_,true) invalidates registers it can see on spill,
but it can't see all the registers in the array due to how we call it
so we have to invalidate the rest ourselves.  Not doing so can get it
to use the same register twice.
Merge pull request #7217 from hilesaz/master

Fix to VFPU register allocation. Fixes #7174
Typos
x86 jit: Allow storing all imms directly without bouncing to a register, not just zero.
Merge pull request #7219 from hrydgard/store-imms

x86 jit: Allow storing all imms directly without bouncing to a register, not just zero
Merge pull request #7202 from unknownbrackets/cpu-thread

Allow switching cpu thread on/off ingame
Add 256x256 icon to Windows icon file
Merge pull request #7222 from chinhodado/master

Add 256x256 icon to Windows icon file
Merge pull request #7226 from xebra/dx9

Fix resize the window correctly on dx9 backend
Update native (warning fixes.)
Add an option to prevent cpu stall on slow IO.

This is good for any slow storage, including:
  * Hard disk spinning up.
  * Generally slow (cheap) SD cards.
  * HTTP or Samba streaming.

May possibly cause bugs in some cases where timing is unrealistic.  That
being said, as long as the game is a UMD game, and there's caching (could
enable memory caching for storage), it should not be a problem usually.
Properly unschedule IO events on file close.

Oops, was waking threads but not bumping events.
Typo.
Add basic infrastructure to time io better.

This allows the filesystems to more accurately control timing.
But they're not actually doing it yet (same timing as before.)