glsl: use remap location when serialising uniform program resource data
This allows us to avoid expensive string compares since we already have
a map to the pointers.
These compares were taking ~30 seconds for a single shader compile
in Godot due to it using 64,000+ uniforms.
Fixes:
c4cff5f40254 ("glsl: add basic support for resource list to shader cache")
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=109229
(cherry picked from commit
fb78a6cb72270de271f75d6f6c9b5ebadba7a898)