Add a hotkey to swap D-pad and left analog stick keys
Workaround for graphics glitch in Phantasy Star Portable 2
Move the hack from GPU/GLES/StateMapping.cpp to GPU/GLES/ShaderManager.cpp
Oops, these should be signed.
Fix Windows build without dxsdk (#7070.)
x86jit: Implement vfad and vavg.
x86jit: Implement vi2x instructions.

Also, my opcodes were wrong in the test (shifted the pair bit the wrong
way, oops.)

AFAICT, there's no reason PSRAD/etc. were not encoding REX...
x86jit: Micro optimize vi2x a bit with ssse3/sse4.

Both are small wins.
x86jit: Avoid some regcache pollution.
x86jit: Simplify vavg a bit.
x86jit: Oops, can't have an imm here.
x86jit: Micro optimize vi2f a little bit.

This didn't help overall perf much but micro benchmarks are better.
Merge pull request #7071 from unknownbrackets/jit-minor

x86jit: Implement vfad/vavg and vi2x
x86jit: Micro optimize cvt.s.w a bit.

This implementation is about 5x faster for micro benchmarks.  Little
impact to overall perf in games I tested, though.
Merge pull request #7072 from unknownbrackets/jit-minor

x86jit: Micro optimize cvt.s.w a bit
vertexjit: Optimize weights on x64 (not 32-bit.)

A few percent in Gods Eater Burst and Kingdom Hearts.
Merge pull request #7073 from unknownbrackets/vertexjit

vertexjit: Optimize weights on x64 (not 32-bit)
x86jit: Improve cvt.w.s when fd is loaded or fs.

We have no need to store it.
x86jit: Optimize neg.s and abs.s a tiny bit.

Same reg is probably a common case, improves micro benchmark.
x86jit: Very small optimization to c.nge.s.