Capture/Replay: Gen gen-on-bind resources on replay Fixes a handle id collision where capture-time handles are directly used at replay time for gen-on-bind resources, and end up colliding with handles already allocated by the replay driver. This change explicitly allocates an unused handle for gen-on-bind resources by calling glGen*. The destruction of gen-on-bind resources is already managed correctly by handleGennedResource(). Test: Capture and replay The Sims Mobile Bug: b/303100333 Change-Id: I084c95c09c771bb7476e16ba81545852248d0945 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4985062 Commit-Queue: Mike Schuchardt <mikes@lunarg.com> Reviewed-by: Cody Northrop <cnorthrop@google.com>