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).