Rename Log2 and add IsPow2 to MathUtils for future use

Also remove unused pow2/pow2f functions.
JIT64: optimize multiplication by immediate constants

Factor out common code and handle a few more common cases.
JIT64: optimize rlwinmx/rlwinix and friends

Take advantage of movzx as a replacement for anding with 0xff or 0xffff, and
abuse loads from the register cache to save ops.
JIT64: Optimize cmpXX

Use TEST instead of CMP if we're comparing against 0 (rather common), and
optimize the case of immediate compares further.
JIT64: optimize sign/zero-extend

Also remove some comments that no longer apply since x86_32 was dropped.
JIT64: avoid using LEA for adds when not necessary
JIT64: use LEA for the "a = b + imm" case of addi
JIT64: use xor instead of mov for loading a zero regcache immediate
JIT64: tweak srwx/slwx BindToRegister arguments

Register B gets immediately moved into the shift register, so even if a == b
it doesn't need to be loaded.
JIT64: Optimize carry handling

Carries are rather common and unpredictable, so do them branchlessly wherever
we can.
JIT64: optimize some special cases of srawix

Shift by 31 and 1, both of which are pretty common, can be done in a few less
instructions. Tested with a hwtest.
JIT64: support merged branching for rlwinmx, too

Not quite as common a branch instruction as cmpwi, but close.
JIT64: optimize carry calculations

Omit carry calculations that get overwritten later in the block before they're
used. Very common in the case of srawix and friends.
Don't switch to a vertex array object of 0.

This causes glDrawArrays to fail in core profile, and thus on OS X, see:

http://renderingpipeline.com/2012/03/attribute-less-rendering/

There must be something bound, even though it is not used.

Fixes #7599.  I'm not sure this is actually the best way to fix it,
since AFAICT it makes a nonobvious assumption that *something* will be
bound before the first attributeless rendering in
TextureConverter::DecodeToTexture, but it's what degasus suggested and
seems to work.
JIT: implement frsqrte

Mostly a straightforward translation of the interpreter code, with a few
tricksy optimizations and fallbacks for rare paths.
JIT: implement fres

Mostly a straightforward translation of the interpreter code, with a few
tricksy optimizations and fallbacks for rare paths.
Work around Intel's failings with with buffer_storage
JIT: completely inline timer reading

Should be a bit faster on games that heavily use the timer.
Merge pull request #975 from FioraAeterna/jittimerinline

JIT: completely inline timer reading
Merge pull request #948 from comex/vao-fix

Don't switch to a vertex array object of 0.