Shader arrays:
* got rid of the searchUniform for arrays when trying to upload a section of the array
* detect in AGALConverter how big the array is (instead of the hardcoded 128 registers)
* in buildUniformList, when setting the uniforms in mVertexUniformLookup or mFragmentUniformLookup, set the uniform to all entries in the range used by that uniform, so if we set part of an array, we find the right uniform instantly.