Workaround for graphics glitch in Phantasy Star Portable 2
Move the hack from GPU/GLES/StateMapping.cpp to GPU/GLES/ShaderManager.cpp
Make sure no NaN goes into projection matrix.
x86jit: Sketch some initial SIMD apis.
x86jit: Add force-non-simd to all current ops.

Unless they already use MapRegs, because that will automatically handle
it.
x86jit: Add fallbacks when moving from VS -> V.
x86jit: Add basic mapping of SIMD regs.

Not tested yet, just sketched out.  All very suboptimal.
x86jit: Add some typesafety.
x86jit: Add an invariant contract to the fpu cache.

This should help catch things better in debug mode.
x86jit: Add a TryMapDirtyInInVS() for 3-op.
x86jit: Initial simd for VecDo3().  Broken.

I'm not sure why/where it's broken...
x86jit: Split out the logic for loading simd regs.
x86jit: Add some helpers to check state.
x86jit: Add a check to see if we can map simd.
x86jit: Load sequential regs in one shot.
x86jit: Optimize a 2-reg simd load.
Buildfix for MIPS in debug mode.
Also, remove assumption that EGL means GLES2. My board supports EGL+Desktop GL too.
x86jit: Add an option to enable/disable vpfu simd.
Only set MOBILE_DEVICE and USING_GLES2 on ARM for known mobiles (iOS, Android, Blackberry). The others are usually Linux and use windowed environments.
Use iconv if it exists. Some Linux systems need it and other don't.