Allow nested structures to be returned from vertex shader.
vs: update projects to vs2010
add dummy unistd.h to unbreak windows build
Merge pull request #26 from mingwandroid/vertex-return-struct-in-struct

Allow nested structures to be returned from vertex shader.
tests: update output after #26 merge
tests: update output after #26 merge
cleanup
core: cleanup shutdown confusion; Hlsl2Glsl_Shutdown should be used. Removed Windows DllMain thingy.
fix some memory leaks
fix some memory leaks
tests: cleanup OpenGL in the rest runner
tests: ability to exclude all GL stuff
refactor: move contents of OGLCompilersDLL/InitializeDll.cpp (lol at the name) into HLSL2GLSL.cpp
refactor: cleanup initialization/shutdown flow
cleanup
cleanup TPoolAllocator a bit
cleanup TPoolAllocator a bit
Remove global alloc/free functions, since they aren't quite working yet anyway.
Let's cleanup whole memory handling before we add them.
cleanup TPoolAllocator a bit more
tests: add a test for mutable uniforms as produced before bit bitsquid merge