If an optional "gamecontrollerdb.txt" file exists in the user directory,
then SDL game controller mappings will be loaded from it.
There is an officially endorsed community sourced database in
https://github.com/gabomdq/SDL_GameControllerDB
* CPU/Recompiler: Use rel32 call where possible for no-args
* JitCodeBuffer: Support using preallocated buffer
* CPU/Recompiler/AArch64: Use bl instead of blr for short branches
* CPU/CodeCache: Allocate recompiler buffer in program space
This means we don't need 64-bit moves for every call out of the
recompiler.
* GTE: Don't store as u16 and load as u32
* CPU/Recompiler: Add methods to emit global load/stores
* GTE: Convert class to namespace
* CPU/Recompiler: Call GTE functions directly
* Settings: Turn into a global variable
* GPU: Replace local pointers with global
* InterruptController: Turn into a global pointer
* System: Replace local pointers with global
* Timers: Turn into a global instance
* DMA: Turn into a global instance
* SPU: Turn into a global instance
* CDROM: Turn into a global instance
* MDEC: Turn into a global instance
* Pad: Turn into a global instance
* SIO: Turn into a global instance
* CDROM: Move audio FIFO to the heap
* CPU/Recompiler: Drop ASMFunctions
No longer needed since we have code in the same 4GB window.
* CPUCodeCache: Turn class into namespace
* Bus: Local pointer -> global pointers
* CPU: Turn class into namespace
* Bus: Turn into namespace
* GTE: Store registers in CPU state struct
Allows relative addressing on ARM.
* CPU/Recompiler: Align code storage to page size
* CPU/Recompiler: Fix relative branches on A64
* HostInterface: Local references to global
* System: Turn into a namespace, move events out
* Add guard pages
* Android: Fix build
This is required for phasing out QSettings usage because game paths were
being saved using the QSettings multi-value format, which is
incompatible with SimpleIni.
This feature allows us to work around analog stick range issues at the
intercardinal directions in certain titles (e.g. Rockman DASH 2) caused
by modern controllers having a tighter logical range of reporting than
PS1 analog controllers.