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Shader builder optimizations - try to reuse numericData buffers #299

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@keller-mark

If the same NumericData vector is used for multiple of: filtering, selection, color encoding, size encoding, opacity encoding, etc., currently the ShaderBuilder will upload this vector multiple times as a bound texture. In these cases, can we avoid uploading the same NumericData vector into multiple GPU textures, and modify the ShaderBuilder logic to instead reuse the same NumericData vector when possible?

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