Add entrypoints, headset backend code, fill in the Activity, and
add various special cases to account for the asynchronous render loop,
lack of sRGB support, and OpenGL state resets.
- lovr.graphics.tock returns the latest value of the timer, or 0.
- Timers are not in the stats table anymore.
This is to prepare for an upcoming internal change that affects timers.
- Rename drawMode to topology in some places.
- Batch uses DrawCommand internally to simplify stuff.
- Do less work while flushing.
- Store global head/tail cursors instead of unused per-batch cursors.
Having a normal Canvas object that represents the backbuffer reduces
some indirection where we have to last-minute check if a Canvas is
set. It also means that all of the draw-related info that was _sometimes_
on the Canvas is now _always_ on the Canvas, which reduces the amount
of redundant information we need to provide for a draw call.
There may be some issues related to changing the width/height/stereo
of the default Canvas.