Fix replay issue of glGetTextureHandle and glProgramUniformHandle: #923
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The return handle of glGetTextureHandleARB will differ between different vender/ASIC GPUs, current apitrace uses a _textureHandle_map and _imageHandle_map to store the original handle (Obtained during trace) and the new handle (Obtained during replay), but apitrace still uses the original handle when replaying the glUniformHandleui64ARB call, it should find the new handle through the _textureHandle_map and _imageHandle_map, then use it in glUniformHandleui64ARB.
Extension: GL_ARB_bindless_texture
All of the following APIs have this issue.
glUniformHandle*
glProgramUniformHandle*
For other APIs in the GL_ARB_bindless_texture extension, they used the _textureHandle_map/_imageHandle_map to store/get the real handle during replay
glGetTextureHandle*
glGetTextureSamplerHandle*
glGetImageHandle*
glMakeTextureHandle*
glMakeImageHandle*
So we should find the new handle through the _textureHandle_map/_imageHandle_map and use it in glUniformHandle and glProgramUniformHandle, just like glMakeTextureHandle and glMakeImageHandle does
#911