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Validation layers revealed 9965 VkSamplers allocated against a device limit of 4000 — every VkTexture created its own sampler even when configurations were identical. This exhausted NVIDIA's sampler pool and caused intermittent SIGSEGV in vkCmdBeginRenderPass. Add a thread-safe sampler cache in VkContext that deduplicates samplers by FNV-1a hash of all 14 VkSamplerCreateInfo fields. All texture, render target, renderer, water, and loading screen sampler creation now goes through getOrCreateSampler(). Textures set ownsSampler_=false so shared samplers aren't double-freed. Also auto-disable anisotropy in the cache when the physical device doesn't support the samplerAnisotropy feature, fixing the validation error VUID-VkSamplerCreateInfo-anisotropyEnable-01070.
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3.0 KiB