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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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