VideoCommon: loop bug in ShaderGenCommon.h debug
Add BitSet and, as a test, convert some JitRegCache stuff to it.

This is a higher level, more concise wrapper for bitsets which supports
efficiently counting and iterating over set bits.  It's similar to
std::bitset, but the latter does not support efficient iteration (and at
least in libc++, the count algorithm is subpar, not that it really
matters).  The converted uses include both bitsets and, notably,
considerably less efficient regular arrays (for in/out registers in
PPCAnalyst).

Unfortunately, this may slightly pessimize unoptimized builds.
Convert registersInUse to BitSet.
Add workaround for OS X symbol clash and AllOnes helper method.
Convert some VideoCommon stuff to BitSet.

Now with a minor performance improvement removed for no reason.
Add unit test.
D3D: Vertex and index data in one buffer
D3D: Using start index and base vertex instead of buffer offsets
D3D: Use two buffers for VertexManager
D3D: RestoreState no longer resets PS resources
OGL: fix interpolation of PP shaders
FileSystemGCWii: Shorten some string concatenations

Just does it all on one line instead.
VolumeDirectory: Pass std::string by reference for SetUniqueID/SetName
Add range checking to CopyTo/FromEmu so it won't segfault.
Remove old (and now incorrect) error checking code.

We will now rely on Memory::CopyFromEmu to do bounds checking.

Some games actually load palettes from 0x00000000, despite the
fact no valid palette data should ever be there.

Fixes Issue 7792.
Create userdir/Dump/Frames as needed.

This is used for framedump.raw in non-Windows builds without libav
support.
Merge pull request #1428 from phire/fixPaletteCpy

Fix Invalid Palette Pointer error.
DolphinWX: Remove unused variable.
DolphinWX: Fix -Wsign-compare warnings.
Added flags for Russia and Australia