Enable debugging the OpenGL runtime by loading halide runtime implementation functions from the app image instead of the initial modules.
strstr returns char* not const char*
Initial version of the GLSL varying attribute detection. Moves linearly varying expressions out of the fragment shader so that they may be interpolated by the GPU HW
Added support for detecting linear expressions that are linear in more than one variable, e.g. a matrix * vector transformation. These expressions may be pulled out of the fragment shader and turned into varying attributes.
Revert "Enable debugging the OpenGL runtime by loading halide runtime implementation functions from the app image instead of the initial modules."

Removed a diff that supported debugging the whole Halide stack and runtime inside the client application.

This reverts commit c47c82a5da3f851a83f2fc525a2205c78942790d.

Conflicts:
	src/runtime/opengl.cpp
Merged changes from trunk into branch. Updated for GL 3.2 support.
Workarounds for EvaluateSelect bug and too-many-attributes issue. Removed c++11 code from runtime.
Merge branch 'master' into glsl-varyingattrib

Fixed conflicts in src/CMakeLists.txt by master version.
Fixed half coordinate offset issue in GLSL varying attribute interpolation. Updated comments. Modified EvaluateSelect workaround.
Fixed build errors due to Makefile build flags (vs. CMake build flags). Removed dynamic_cast from CodeGen_GPU_Host.cpp.
Merge branch 'master' into glsl-varyingattrib

Took fixes from master for all conflicts

Conflicts:
	src/CodeGen_OpenGL_Dev.cpp
	src/runtime/opengl.cpp
Merge branch 'master' into glsl-varyingattrib

Conflicts:
	Makefile
Added missing option for AARCH64 to CMake build.
Merge branch 'master' into glsl-varyingattrib
GLSL does not support hexfloat format float literals.
Fixed warnings in test for -Werror builds
Updated test vec4 channel accessor to match new codegen
Merge branch 'master' into glsl-varyingattrib
Added GLSL argument packing of scalars into vec4 (float4) for varying attributes.
Added support for packing GLSL uniform parameters into vec4 and ivec4 slots