Vulkan: Limit maxPerStageTextures to 4096 Many devices support a huge number of samplers (millions) and every one needs a uniform location, either generated by ANGLE or assigned by the user. Limit the number of samplers per stage to something reasonable, which in turn also lowers the number of uniform locations. This isn't expected to have any practical effect on real apps/users, but is instead to keep tests for these limits (e.g., dEQP, end2end) within reason in terms of shader program sizes and compilation times. Test: KHR-GLES31.core.explicit_uniform_location.uniform-loc-mix-with-implicit-max Test: angle_end2end_tests --gtest_filter=GLSLTest.VerifyMaxVertexUniformVectorsWithSamplers* Bug: b/434763439 Change-Id: I378483fd869b9f5ebee21760eec4dec2dd793b92 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6798920 Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Tim Van Patten <timvp@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>