Renames es2dx and dx2es namespaces to something better.

TRAC #22002

Signed-off-by: Daniel Koch

Author:    Shannon Woods

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1415 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/SwapChain.cpp b/src/libGLESv2/renderer/SwapChain.cpp
index a420f4e..62e76ba 100644
--- a/src/libGLESv2/renderer/SwapChain.cpp
+++ b/src/libGLESv2/renderer/SwapChain.cpp
@@ -138,7 +138,7 @@
     }
 
     result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET,
-                                   es2dx::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT,
+                                   gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT,
                                    &mOffscreenTexture, pShareHandle);
     if (FAILED(result))
     {
@@ -189,9 +189,9 @@
     if (mWindow)
     {
         D3DPRESENT_PARAMETERS presentParameters = {0};
-        presentParameters.AutoDepthStencilFormat = es2dx::ConvertRenderbufferFormat(mDepthBufferFormat);
+        presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat);
         presentParameters.BackBufferCount = 1;
-        presentParameters.BackBufferFormat = es2dx::ConvertRenderbufferFormat(mBackBufferFormat);
+        presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat);
         presentParameters.EnableAutoDepthStencil = FALSE;
         presentParameters.Flags = 0;
         presentParameters.hDeviceWindow = mWindow;
@@ -242,7 +242,7 @@
     if (mDepthBufferFormat != D3DFMT_UNKNOWN)
     {
         result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight,
-                                                   es2dx::ConvertRenderbufferFormat(mDepthBufferFormat),
+                                                   gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat),
                                                    D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL);
 
         if (FAILED(result))