Avoid redundant shader creation for clamp tests
Avoid redundant work involving creation of shaders. By rearranging the
order in which we iterate loops, we can avoid a signficant amount of
shader string manipulation and redundant shader creation. (This should
reduce the run time for this test without impacting coverage.)
Component: OpenGL
VK-GL-CTS issue: 889
Affects:
KHR-GL4x.sparse_texture_clamp_tests.SparseTextureClampLookupResidency
KHR-GL4x.sparse_texture_clamp_tests.SparseTextureClampLookupColor
Change-Id: If0cb11827c45da6b13d81115d4a8a9143d31e8c6