There are situations where our "default framebuffer" is not actually
zero, yet we still want to apply a scissor rect.
Generally, 0 is the default framebuffer. But on platforms where we need
to bind a platform-specific feature to a GL_FRAMEBUFFER, we might have a
default that is not 0. For example, on macOS we bind an IOSurfaceRef to
a GL_TEXTURE_RECTANGLE which then is assigned as the backing store for a
framebuffer. This is different than using gsk_gl_renderer_render_texture()
in that we don't want to incur an extra copy to the destination surface
nor do we even have a way to pass a texture_id into render_texture().
Don't pass texture + rect, but instead have
gdk_memory_texture_new_subtexture()
and use it to generate subtextures and pass them.
This has the advantage of downloading the a too large texture only once
instead of N times.