MSVC 2010+ Projects: Update "Installation" Process

Currently, due to the way that Visual Studio 2010+ projects are handled,
the "install" project does not re-build upon changes to the sources, as it
does not believe that its dependencies have changed, although the changed
sources are automatically recompiled.  This means that if a part or more
of the solution does not build, or if the sources need some other fixes
or enhancements, the up-to-date build is not copied automatically, which
can be misleading.

Improve on the situation by forcing the "install" project to trigger its
rebuild, so that the updated binaries can be copied.  This does trigger an
MSBuild warning, but having that warning is way better than not having an
up-to-date build, especially during testing and development.
Add a COGL_EXT_IN_GLES3 option to specify extensions that are in GLES3

Some features that were previously available as an extension in GLES2
are now in core in GLES3 so we should be able to specify that with the
gles_availability mask of COGL_EXT_BEGIN so that GL implementations
advertising GLES3 don't have to additionally advertise the extension
for us to take advantage of it.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
(cherry picked from commit 4d892cd97558da61ba526f947ac0555ebab632d2)
Use the EGL_KHR_surfacless_context extension

The surfaceless context extension can be used to bind a context
without a surface. We can use this to avoid creating a dummy surface
when the CoglContext is first created. Otherwise we have to have the
dummy surface so that we can bind it before the first onscreen is
created.

The main awkward part of this patch is that theoretically according to
the GL and GLES spec if you first bind a context without a surface
then the default state for glDrawBuffers is GL_NONE instead of
GL_BACK. In practice Mesa doesn't seem to do this but we need to be
robust against a GL implementation that does. Therefore we track when
the CoglContext is first used with a CoglOnscreen and force the
glDrawBuffers state to be GL_BACK.

There is a further awkward part in that GLES2 doesn't actually have a
glDrawBuffers state but GLES3 does. GLES3 also defaults to GL_NONE in
this case so if GLES3 is available then we have to be sure to set the
state to GL_BACK. As far as I can tell that actually makes GLES3
incompatible with GLES2 because in theory if the application is not
aware of GLES3 then it should be able to assume the draw buffer is
always GL_BACK.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
(cherry picked from commit e5f28f1e75db9bdc4f2688f420a74f908f96cf76)

Conflicts:
	cogl/winsys/cogl-winsys-egl-kms.c
	cogl/winsys/cogl-winsys-egl-x11.c
kms_winsys: Add cogl_kms_renderer_get_gbm api

Applications might want to get the underlying gbm device so add a getter for it.

https://bugzilla.gnome.org/show_bug.cgi?id=730536
kms-winsys: Add api that tells cogl to ignore a crtc

An application might for whatever reason want to control a specific output
directly and have cogl only swap the other outputs if any. So add an api that
allows setting a crtc to be ignored.

https://bugzilla.gnome.org/show_bug.cgi?id=730536
examples/cogl-x11-tfp.c: Wait for the window to be mapped

Wait for the main window (and hence the window we create within
the main window to redirect) to be mapped and become viewable
before we try to call XCompositeNameWindowPixmap() -
XComposeNameWindowPixmap() produces a BadMatch error on a
non-viewable window.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
examples/cogl-x11-tfp.c: Handle WM_DELETE_WINDOW

Clean up cleanly when closed rather than dying with an X Error -
we do this by advertising support for the WM_DELETE_WINDOW protocol
and handling the client message.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
examples/cogl-x11-tfp: Fix compilation

Fix a couple of minor compilation problems from a bad rebase - a
missing label and a missing variable.
Updates NEWS for the 1.18.2 release
Release 1.18.2 (release)
Post-release version bump to 1.18.3
Add support for setting up stereo CoglOnscreens

If we want to show quad-buffer stereo with Cogl, we need to pick an
appropriate fbconfig for creating the CoglOnscreen objects. Add
cogl_onscreen_template_set_stereo_enabled() to indicate whether
stereo support is needed.

Add cogl_framebuffer_get_stereo_mode() to see if a framebuffer was
created with stereo support.

Add cogl_framebuffer_get_stereo_mode() to pick whether to draw to
the left, right, or both buffers.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
Add a simple example of stereo drawing

Add a new example that draws a triangle floating in the air in
front of the screen.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
CoglTexturePixmapX11: add support for stereo content

Add cogl_texture_pixmap_x11_new_left() and
cogl_texture_pixmap_x11_new_right() (which takes the left texture
as an argument) for texture pixmap rendering with stereo content.
The underlying GLXPixmap is created using a stereo visual and shared
between the left and right textures.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
examples/cogl-x11-tfp: Add a --gears option to run glxgears

If --gears is passed on the command line, glxgears is run, and
is used for the source window rather than drawing solid rectangles
into a window we create outselves.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>
examples/cogl-texture-pixmap-x11: Add a --stereo command line option

If --stereo is passed, then the texture pixmap is created as a stereo
texture pixmap, and also, if passed in conjunction with --gears,
glxgears is also run with the -stereo option.

Reviewed-by: Robert Bragg <robert.bragg@intel.com>