Between the OpenGL client and server, a lot of data type and color
conversion needs to happen. We are performing these conversions both in
`LibSoftGPU` and `LibGL`, which is not ideal. Additionally, some
concepts like the color, depth and stencil buffers should share their
logic but have separate implementations.
This is the first step towards generalizing our `LibSoftGPU` frame
buffer: a generalized `Typed3DBuffer` is introduced for arbitrary 3D
value storage and retrieval, and `Typed2DBuffer` wraps around it to
provide in an easy-to-use 2D pixel buffer. The color, depth and stencil
buffers are replaced by `Typed2DBuffer` and are now managed by the new
`FrameBuffer` class.
The `Image` class now uses multiple `Typed3DBuffer`s for layers and
mipmap levels. Additionally, the textures are now always stored as
BGRA8888, only converting between formats when reading or writing
pixels.
Ideally this refactor should have no functional changes, but some
graphical glitches in Grim Fandango seem to be fixed and most OpenGL
ports get an FPS boost on my machine. :^)