• Move remaining mask cache code into ClipSources, and simplify it.

    We no longer need to copy the border sources etc into the mask
    cache structures - they can be referenced directly from the clip sources.
    
    We also use a separate GPU cache handle for each clip now, so the
    ClipAddressRange code is no longer needed. This is possible since
    we use the GpuCache now, which doesn't need to allocate space
    during initialization.
    
    This also simplifies the code in the clip batcher that adds
    clip instances to the render targets.
    
    Add support for multiple image masks (a by-product of removing
    the init step of the mask cache code).
    gw3583 committed Sep 11, 2017