Add hotkeys to select save state slots and to save/load the currently selected slots.
JIT: simpler fallback conditions for load/store float

I wasn't really thinking when I wrote these; d/s are for float registers, not
gprs.
JIT: rename a few constants to be more accurate

Remove the '2'; it's not longer applicable.
JIT: implement remaining psq_l/st instruction variants

These are used in at least a few popular games, including Super Smash Bros.
Brawl.
Debugger: make opcode search a bit better

Search a wider range (not all games fit in the originally searched range).
Print a notice if the opcode isn't found, instead of silently failing.
Fix and simplify GCPad::SetMotor()

abs() takes an int argument. Casting -0.5..0.5 to int always resulted in
zero.
Add AArch64 emitter aliases for MOV and MVN.
Fix AArch64 JIT compiling.
X64Emitter: add MOVHLPS/MOVLHPS
JIT: add ps_cmp0/ps_cmp1 implementations using current fcmp code
FrameTools: Set focus on Windows via CFrame::SetFocus
JIT: add ps_res and ps_rsqrte using scalar implementations
Merge pull request #1111 from Tilka/fix_gcpad_setmotor

Fix GCPad::SetMotor()
JIT: support byte-reversed stores/loads

4 more instructions down.

Store ones should be pretty well-tested; load ones seem to almost never be
used. I found them in Turok Evolution, so I was able to check code generation,
but the relevant code didn't seem to be called.
JIT: fix fsel/ps_sel implementations for NaN input

fselx was the main problem, but ps_sel was wrong too (even if there were no
known reported bugs with it).

This fixes Beyond Good and Evil (at the least).
Merge pull request #1114 from Sonicadvance1/AArch64-fix-build

Fix AArch64 JIT compiling.
Merge pull request #1112 from Sonicadvance1/AArch64-mov-aliases

Add AArch64 emitter aliases for MOV and MVN.
Show OpenGL or OpenGL ES on Android depending on what the device supports.
Reduces confusion for the users
Merge pull request #1122 from Sonicadvance1/Android-reduce-confusion

Show OpenGL or OpenGL ES on Android depending on what the device supports
WIP XFB scaling.

Still an ugly mess.