gsoc 2013 branch soc-2013-viewport_fx
Merged work from working copy of GSoC 2012 work into GSoC 2013 branch.

Compiles w/ Visual Studio 2012 but not thoroughly tested.
Still need double check for any merge "fuzz"
removing extraneous character
cleanup of gpu_matrix.c
fixed X cone on transform manipulator rotating around wrong axis
glreport.py maintenance

handle exception if file cannot be opened or read
added more stop files
added some more tokens to some categories

There is still a lot to do, but it isn't a high priority at the moment.
not really a stopping point, but checking in so that I can change my physical location
well on the way to conditionally compiling / rewriting non-ES and deprecated functions.  still kind of a mess.  doesn't compile
compiles again with glew-es disabled, still seems to run fine on legacy even after all the tweaks I made (much to my surprise, I expect things to be broken for a bit)
GPU_LEGACY - Runtime flag to determine if compatibiity profile is available.

Just a stub now.

Also, polished the get_max_textures function, since it seems to be a good example of how OpenGL versioning can be complicated by the history of changes to OpenGL and the existence of ES.
typo in glEndList (glEndlList)
Fixes to get WITH_GL_PROFILE_COMPAT/WITH_GL_SYSTEM_LEGACY working with WITH_GLEW_ES

Also, added comments to the "shims" in gpu_glew.h
Have compile errors due to compiling with ES headers down to SELECT mode and PushAttrib/PopAttrib
Fixed some syntax errors when compiling WITH_GL_PROFILE_COMPAT instead of WITH_GL_PROFILE_ES20.

(Also noticed that I left gpu_profile and gpu_pixels on my computer at the office, ack)
Forgot to commit gpu_pixels and gpu_profile
compiles with no syntax errors with ES headers, but there are now linker errors
Found up several functions that really were ES2, Fixed linking problems with EGL/GLESv2, stubbed out Win32 GHOST in preparation for adding EGL support.

Blender compiles, but now crashes on startup due to NULL OpenGL function pointers.
Fixed up problems caused from previous update that appear when compiling WITH_GL_PROFILE_COMPAT and WITH_GL_SYSTEM_LEGACY (as opposed to WITH_GL_PROFILE_ES20 and WITH_GL_SYSTEM_EMBEDDED)
Added EGL initialization code to GHOST_WindowWin32, but this is just temporary until I'm sure exactly how GHOST_Context will be implemented.
Blender now runs when compiled with ANGLE and draws to the screen without triggering a GPU_SAFETY abort.

This is a big f***ing deal.  I feel like I've gotten a really nice present for my birthday today :-)