WebGLUniforms: Cache texture unit values when setting texture array uniforms. #24637
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Description
I noticed a bunch of redundant uniform1iv calls in a scene that used cascaded shadow maps (which use a texture array). Turns out, the setValueT*Array calls don't cache off the texture units before setting them; by using the array cache checking stuff like most of the other array uniforms, I was able to shave a bunch of useless uniform1iv calls from my scene and increase perf.
I duplicated this change across the other texture array setters, because I don't think that array ever gets too large and it seems like it probably does more good than harm, but I didn't actually test anything but setValueT1Array.
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