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Pre-allocate one stable VkDescriptorSet per particle emitter at model upload time (particleTexSets[]) instead of allocating a new set from materialDescPool_ every frame for each particle group. The per-frame path exhausted the 8192-set pool in ~14 s at 60 fps with 10 active particle emitters, causing GPU device-lost crashes. The old path is kept as an explicit fallback but should never be reached in practice.