fix: add VkSampler cache to prevent sampler exhaustion crash

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.
This commit is contained in:
Kelsi 2026-03-24 11:44:54 -07:00
parent 1556559211
commit a152023e5e
10 changed files with 194 additions and 40 deletions

View file

@ -73,6 +73,7 @@ private:
bool hasDepth_ = false;
VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
VkSampler sampler_ = VK_NULL_HANDLE;
bool ownsSampler_ = true;
VkRenderPass renderPass_ = VK_NULL_HANDLE;
VkFramebuffer framebuffer_ = VK_NULL_HANDLE;
};