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
Add HW bounding Box support to d3d backend
Added support test for bbox and some naming corrections
small spacing fixes
use SAFE_RELEASE to make code cleaner
JIT: fix snan/qnan handling in float loads/stores

Also simplify the conversion code with some suggestions by flacs; might even
be slightly faster now despite handling more cases.
OGL: Use a fixed VAO for attributeless rendering.

Instead of abusing whatever VAO is previously bound, which might have
enabled arrays.

Only used in one instance currently, which fixes a crash with older
NVIDIA drivers.
Idle loop in GPU loop on dual core systems.

Previously we had decided to busy loop on systems due to Windows' scheduler being terrible and moving us around CPU cores when we yielded.
Along with context switching being a hot spot.
We had decided to busy loop in these situations instead, which allows us greater CPU performance on the video thread.
This can be attributed to multiple things, CPU not downclocking while busy looping, context switches happening less often, yielding taking more time
than a busy loop, etc.

One thing we had considered when moving over to a busy loop is the issues that dual core systems would now face due to Dolphin eating all of their CPU
resources. Effectively we are starving a dual core system of any time to do anything else due to the CPU thread always being pinned at 100% and then
the GPU thread also always at 100% just spinning around. We noted the potential for a performance regression, but dismissed it as most computers are
now becoming quad core or higher.

This change in particular has performance advantages on the dual core Nvidia Denver due to its architecture being nonstandard. If both CPU cores are
maxed out, the CPU can't effectively take any idle time to recompile host code blocks to its native VLIW architecture.
It can still do so, but it does less frequently which results in performance issues in Dolphin due to most code just running through the in-order
instruction decoder instead of the native VLIW architecture.
In one particular example, yielding moves the performance from 35-40FPS to 50-55FPS. So it is far more noticeable on Denver than any other system.
Of course once a triple or quad core Denver system comes out this will no longer be an issue on this architecture since it'll have a free core to do
all of this work.
D3D: Implemented context state caching

This avoids most of the redundant API calls.
D3D: Removed cull mode changes for lines and points

Fixed include order and whitespace
D3D: StateManager m_current and m_pending are now value-initialized
D3D: Fixed StateManager member function name case
D3D: Fixed debug validation error

A texture was still being bound when OMSetRenderTargets is called.
State manager resource cache must be flushed to unbind it.
This fixes The Last Story cut scene rendering.
FifoRecorder: Use std::vector for m_Ram and m_ExRam

No need to delete/recreate the arrays every time a new recording happens. Just zero it out.
spaces cleanup
Merge pull request #1657 from Tinob/master

Add HW bounding Box support to d3d backend
Specified where to find CACHE_REVISION