Renaming functions named after operator names

Windows clang has no option to do anything similar to
"-fno-operator-names", so it generates errors without
any way to silence them. Renaming these functions is
easy enough, so it was done here. Also removed the
now useless flag from the code blocks project files.

Change-Id: I9e25e25a72bf24567e3be928e07b187df87398bc
Reviewed-on: https://swiftshader-review.googlesource.com/7051
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/ShaderCore.cpp b/src/Shader/ShaderCore.cpp
index 55fe0d8..727ea71 100644
--- a/src/Shader/ShaderCore.cpp
+++ b/src/Shader/ShaderCore.cpp
@@ -1777,7 +1777,7 @@
 		dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
 	}
 
-	void ShaderCore::not(Vector4f &dst, const Vector4f &src)
+	void ShaderCore::bitwise_not(Vector4f &dst, const Vector4f &src)
 	{
 		dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
 		dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
@@ -1785,7 +1785,7 @@
 		dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
 	}
 
-	void ShaderCore::or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
+	void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
 	{
 		dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
 		dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
@@ -1793,7 +1793,7 @@
 		dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
 	}
 
-	void ShaderCore::xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
+	void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
 	{
 		dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
 		dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
@@ -1801,7 +1801,7 @@
 		dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
 	}
 
-	void ShaderCore::and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
+	void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
 	{
 		dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
 		dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));