Common: Remove gotos in FileUtil, and replace FILE*s with IOFile/ifstreams.
Common: Remove goto in MemArena.
DVDInterface: Tweak speeds
Change DSP settings to Audio settings
ISOProperties: Rename Date to Build Date
MemoryWindow: Remove wxSprintf call, use wxString::Format instead.
D3D: Fixed D3D validation error during EFB to texture copy

Texture was being bound as a render target while still being set as a shader resource.
D3D automatically unbinds the SRV in this case and generates a validation error.
The fix is to manually unbind SRV, render into it and then re-bind to old slots.
JIT: use fastmem loads in MMU mode.

Even in games that require MMU mode, loads outside the area specified by
the BAT are rare, so fastmem is a substantial improvement.

All of the interesting changes are in the backpatch handler, to make it
generate DSI exceptions correctly.
JIT: simplify code using MOVTwo.
VideoSW: rewrite VertexLoader to use the VideoCommon one
windows: use qt 5.4.0
DiscIO: Clear error status when reading file
Merge pull request #1687 from lioncash/sprintf

MemoryWindow: Remove wxSprintf call, use wxString::Format instead.
Merge pull request #1675 from Stevoisiak/Rename-Build-Date

ISOProperties: Rename Date to Build Date
VideoCommon: Add a separate constants buffer for the geometry shader.
GeometryShaderGen: Pass the primitive type and always run the generator regardless of stereoscopy.
JIT: free up a register by eliminating RCODE_POINTERS

Also use shorter code in the dispatcher if we can get away with it (e.g. on
Windows where the relevant memory is in the low 2GB).
De-memsetify Wii_SSL and fix segfault.

Fixes #7917
The first memset was clearing the delicate bits of the std::string
in the struct, causing segfaults.

I also removed the rest of the memsets because they were paranoid,
unneeded and waseful. We shouldn't be managing the ssl libraries
structs for it.
I checked and the ssl library's functions were already memsetting
those structs as needed.
GeometryShaderManager: Upload Line/Point width constants.
GeometryShaderGen: Redefine gl_InvocationID so we can use the same variable name in both backends.