[Impeller] Validate GLES texture units against the combined limit (#189332) Fixes #189331. The GLES backend allocates fragment stage texture units after the vertex stage's, but validated the running unit index against the per-stage maximum. On a driver reporting the minimum 16 fragment units (ANGLE on D3D11), a draw using all 16 fragment samplers plus a vertex stage texture failed validation and the render pass aborted, crashing skinned-mesh rendering in Flutter GPU apps on Windows. Texture units are a combined resource in GL; the per-stage limits bound only how many samplers one stage references. This validates the unit index against the combined limit and the per-stage sampler count against the per-stage limit. Adds unit tests for the previously rejected case and both overflow cases. ## Pre-launch Checklist - [x] I read the [Contributor Guide] and followed the process outlined there for submitting PRs. - [x] I read the [AI contribution guidelines] and understand my responsibilities, or I am not using AI tools. - [x] I read the [Tree Hygiene] wiki page, which explains my responsibilities. - [x] I read and followed the [Flutter Style Guide], including [Features we expect every widget to implement]. - [x] I signed the [CLA]. - [x] I listed at least one issue that this PR fixes in the description above. - [x] I updated/added relevant documentation (doc comments with `///`). - [x] I added new tests to check the change I am making, or this PR is [test-exempt]. - [x] I followed the [breaking change policy] and added [Data Driven Fixes] where supported. - [x] All existing and new tests are passing.
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