Support the extension EGL_ANGLE_surface_orientation, which allows ANGLE
to skip an extra blit from an intermediate buffer to the D3D11 swap
chain back buffer for inverting the Y axis due to the difference in
coordinate systems. Instead we do our inverting in RasterizerGLES3.
This avoids any assumption from the driver, which would otherwise select
a specific platform and potentially mess up everything, resulting
usually in a display server failure.