InputCommon: Don't base default radius of analog sticks off of their name.
JIT: faster PPC_FP code

The PPC_FP conversion code can be made a lot simpler with the observation
that the only values that need to be sent through the slow x87 path are
denormals.

A whole bunch faster: 708->678 seconds on POV-RAY.
Switch from disabling a laundry list of warnings for wxWidgets to just disabling everything, since they're almost certainly not our problem and I want to compile with -Werror.
Remove unused declarations.
Reduce my idiocy in register saving code.

(1) Rename ABI_ALL_CALLEE_SAVED to ABI_ALL_CALLER_SAVED, because that's
what it was actually defined as (and used as).  Derp.

(2) RegistersInUse is always used for the purpose of saving registers
before calling a C++ function in the middle of a JIT block (without
flushing).  There is no need to save callee-saved registers in this
case.  Change the name to CallerSavedRegistersInUse and mask with
ABI_ALL_CALLER_SAVED.

Nothing obvious broke when starting up a Melee game.  (I added a test
for anything actually being masked out; it happens, but in this
particular case seemed to occur at most a few dozen times per second, so
the actual performance benefit is probably negligible.)
UnitTests: Remove now non-existent UpdateStatusBar from StubHost.
Merge pull request #863 from lioncash/remhost

UnitTests: Remove now non-existent UpdateStatusBar from StubHost.
Add AVX2/BMI1/BMI2 detection support

Also clean up the formatting in a bit of the CPU detection code.
Merge pull request #864 from FioraAeterna/avx2bmi

Add AVX2/BMI1/BMI2 detection support
Merge pull request #856 from FioraAeterna/ppcfpopt

JIT: faster PPC_FP code
JIT64: Fix fmul rounding issues

Thanks to magumagu's softfp experiments, we know a lot more about the Wii's
strange floating point unit than we used to. In particular, when doing a
single-precision floating point multiply (fmulsx), it rounds the right hand
side's mantissa so as to lose the low 28 bits (of the 53-bit mantissa).

Emulating this behavior in Dolphin fixes a bunch of issues with games that
require extremely precise emulation of floating point hardware, especially
game replays. Fortunately, we can do this with rather little CPU cost; just ~5
extra instructions per multiply, instead of the vast load of a pure-software
float implementation.

This doesn't make floating-point behavior at all perfect. I still suspect
fmadd rounding might not be quite right, since the Wii uses fused instructions
and Dolphin doesn't, and NaN/infinity/exception handling is probably off in
various ways... but it's definitely way better than before.

This appears to fix replays in Mario Kart Wii, Mario Kart Double Dash, and
Super Smash Brothers Brawl. I wouldn't be surprised if it fixes a bunch of
other stuff too.

The changes to instructions other than fmulsx may not be strictly necessary,
but I included them for completeness, since it feels wrong to fix some
instructions but not others, since some games we didn't test might rely on
them.
Interpreter: apply the same odd rounding to single multiplies as the JIT
Merge pull request #834 from FioraAeterna/fixfmulrounding

JIT64: Fix fmul rounding issues
Merge pull request #810 from lioncash/controller-interface

InputCommon: Don't base default radius of analog sticks off of their name
Fix bloody printf specifiers.

In particular, even in code that only runs on x86-64, you can't use
PRIx64 for size_t because, on OS X, one is unsigned long and the other
is unsigned long long and clang whines about the difference.  I guess
you could make a size_t specifier macro, but those are horribly ugly, so
I just used casting.

Anyone want to make a nice (and slow) template-based printf?

Now without bare 'unsigned'.
Improve wording of a particularly atrocious message.

(Now without gettextize.)
Merge pull request #859 from comex/doubleclick

Improve wording of a particularly atrocious message.
Merge pull request #861 from comex/warnings

Fix warnings for OS X
Merge pull request #862 from comex/registersinuse

Reduce my idiocy in register saving code.
Remove unused variable m_zero.