ui: add optional d3d texture pointer to scanout texture

The following patch will get the underlying D3D11 Texture2D from the
virgl renderer scanout. Pass it along to the texture scanout callbacks
as a priliminary step, to simplify review.

Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Message-Id: <20230606115658.677673-20-marcandre.lureau@redhat.com>
diff --git a/ui/gtk-egl.c b/ui/gtk-egl.c
index 64dc0ee..d59b8cd 100644
--- a/ui/gtk-egl.c
+++ b/ui/gtk-egl.c
@@ -224,7 +224,8 @@
                             uint32_t backing_id, bool backing_y_0_top,
                             uint32_t backing_width, uint32_t backing_height,
                             uint32_t x, uint32_t y,
-                            uint32_t w, uint32_t h)
+                            uint32_t w, uint32_t h,
+                            void *d3d_tex2d)
 {
     VirtualConsole *vc = container_of(dcl, VirtualConsole, gfx.dcl);
 
@@ -259,7 +260,7 @@
     gd_egl_scanout_texture(dcl, dmabuf->texture,
                            dmabuf->y0_top, dmabuf->width, dmabuf->height,
                            dmabuf->x, dmabuf->y, dmabuf->scanout_width,
-                           dmabuf->scanout_height);
+                           dmabuf->scanout_height, NULL);
 
     if (dmabuf->allow_fences) {
         vc->gfx.guest_fb.dmabuf = dmabuf;