Fix GL rendering with URP.

@HayesGordon this basically boils down to making sure we use our new TextureHelper.Descriptor when generating a RenderTexture to ensure we're using the right internal GraphicsFormat. The RenderTexture takes a high-level format that Unity then tries to map to a compatible native one. We bypass that by explicitly setting which Texture Format we want, which we can tweak based on backend if necessary.

Diffs=
353cf349b Fix GL rendering with URP. (#6535)

Co-authored-by: Luigi Rosso <luigi-rosso@users.noreply.github.com>
diff --git a/.rive_head b/.rive_head
index f8c3357..c239ec4 100644
--- a/.rive_head
+++ b/.rive_head
@@ -1 +1 @@
-6150f1267c5bd8e480358f2c8786910ad180df55
+353cf349b814001d50329fa3630e87a93069a4b9
diff --git a/skia/dependencies/make_glfw.sh b/skia/dependencies/make_glfw.sh
index 0e7276b..30b1f04 100755
--- a/skia/dependencies/make_glfw.sh
+++ b/skia/dependencies/make_glfw.sh
@@ -6,12 +6,11 @@
 
 GLFW_REPO=https://github.com/glfw/glfw
 
-
 # -----------------------------
 # Get & Build GLFW
 # -----------------------------
 if [ ! -d glfw ]; then
-	echo "Cloning GLFW."
+    echo "Cloning GLFW."
     git clone $GLFW_REPO
 else
     echo "Already have GLFW, update it."
@@ -22,5 +21,5 @@
 mkdir -p glfw_build
 cd glfw_build
 # On Windows, match Skia's /MT flag for link compatibility.
-cmake ../glfw -DBUILD_SHARED_LIBS=OFF -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded
+cmake ../glfw -DBUILD_SHARED_LIBS=OFF -DCMAKE_MSVC_RUNTIME_LIBRARY=MultiThreaded -DGLFW_BUILD_WAYLAND=OFF
 cmake --build . --parallel --config Release