This is an optimised version of CoglTexture2DSliced that always deals
with a single texture and always uses the GL_TEXTURE_2D
target. cogl_texture_new_from_bitmap now tries to use this backend
first. If it can't create a texture with that size then it falls back
the sliced backend.
cogl_texture_upload_data_prepare has been split into two functions
because the sliced backend needs to know the real internal format
before the conversion is performed. Otherwise the converted bitmap
will be wasted if the backend can't support the size.