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fix(rendering): water reflection render pass compat, anisotropy feature, shadow pool race
Three bugs found via AMD RADV crash log: 1. Water reflection render pass used BOTTOM_OF_PIPE as srcStageMask but pipelines were created against the main pass (EARLY_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT). AMD enforces strict render pass compatibility → SIGSEGV when scene renders into reflection texture. 2. samplerAnisotropy was never enabled during device creation despite being used in sampler creation — now requested via PhysicalDeviceSelector. 3. Shadow texture descriptor pool was reset each frame while prior frame's command buffers might still reference it. Split into per-frame-slot pools so each reset is fence-guarded.
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4 changed files with 20 additions and 12 deletions
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@ -1784,7 +1784,7 @@ void WaterRenderer::createReflectionResources() {
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VkSubpassDependency dep{};
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dep.srcSubpass = VK_SUBPASS_EXTERNAL;
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dep.dstSubpass = 0;
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dep.srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dep.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dep.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dep.srcAccessMask = 0;
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dep.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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