add machinery for shaders in glsl/
ease static linking usage
benchmark utility
hairy code implementing colorspace conversion via shaders
implement NV12 for softVdpVideoSurfacePutBitsYCbCr
move sources to src/
extract bitmap surface related code to api-bitmap-surface.c
extract output surface related code to api-output-surface.c
extract video surface related code to api-video-surface.c
extract video mixer related code to api-video-mixer.c
rename vdpau-decoder.c and vdpau-presentation.c
more file renames
extract remaining functions into api-csc-matrix.c and api-device.c
rename vdpau-soft.h to api.h
fix header double inclusion guards
prepare parallel implementations of putbitsycbcr for video surface
restore copyright comments
set sync_va_to_glx flag to 1 after decoding via libva
add some X error handlers handling magic
render to GLXPixmap in render queue to workaround hanging on dri throttling

current version of flash player often destroys Drawable before presentation
queue which draws window away from GL context while it's painting. With
dri throttling on Xorg side that can lead to dropped response. That in
turn makes mesa hang somewhere inside ordinary call. Rendering to GLXPixmap
and then copying it to Drawable looks like acceptable solution.