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Disable bindless on a per-material basis if the specific material uses more samplers than are available on the device. (bevyengine#17155)
Some hardware and driver combos, such as Intel Iris Xe, have low limits
on the numbers of samplers per shader, causing an overflow. With
first-class bindless arrays, `wgpu` should be able to work around this
limitation eventually, but for now we need to disable bindless materials
on those platforms.
This is an alternative to PR bevyengine#17107 that calculates the precise number
of samplers needed and compares to the hardware sampler limit,
transparently falling back to non-bindless if the limit is exceeded.
Fixesbevyengine#16988.
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