The responsibilities of the Scene must be reduced to painting only so we
can move forward with the layer-based compositing.
This change moves direct scanout logic from the opengl scene to the base
scene class and the compositor. It makes the opengl scene less
overloaded and allows to share direct scanout logic.
This makes the Scene less overloaded and it's needed for things such as
render layers.
In hindsight, it would be great to merge checkGraphicsReset() and
beginFrame(), e.g. make beginFrame() return the status like in QRhi or
VkSwapchain. If it's OUT_OF_DATE or something, reinitialize the
compositor.
The main idea behind the render backend is to decouple low level bits
from scenes. The end goal is to make the render backend provide render
targets where the scene can render.
Design-wise, such a split is more flexible than the current state, for
example we could start experimenting with using qtquick (assuming that
the legacy scene is properly encapsulated) or creating multiple scenes,
for example for each output layer, etc.
So far, the RenderBackend class only contains one getter, more stuff will
be moved from the Scene as it makes sense.