This is the default OpenGL format, and in fact the only pixel format
that GLES supports uploading as. Actually, the premultiplied part is
really just about how we use the textures, but all textures in GTK
are premultiplied.
We use a compilation symbol in our build to allow the inclusion of
specific headers while building GTK, to avoid the need to include only
the global header.
Each namespace has its own compilation symbol because we used to have
different libraries, and strict symbol visibility between libraries;
now that we have a single library, and we can use private symbols across
namespaces while building GTK, we should have a single compilation
symbol, and simplify the build rules.
This is necessary so that bidnings work properly and don't make
gdk_gl_texture_release() a function on GdkTexture.
It also allows code to identify what type of texture they are dealing
with.
Finally, we can now decide to add getters later without screwing
anything up, if we want to allow people to access GL textures directly.