Refactored the places where AutoBindTexture::Bind was used. Replaced with a
simplier class that just saves the texture id bound to a texture unit. The
texture is bound directly instead of via the helper.
I didn't eliminate all occurences of AutoBindTexture because I a few places it
was cleaner than using AutoSaveTexture + TextureSourceOGL->BindTexture.
I extracted the cut'n'paste code that bound the mask texture to program into
BindMaskTextureForProgram. I dislike cut'n'paste code in multiple spots.