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A resource-cache entry keeps every sampled texture of its descriptor sets alive. The sampled texture cache passes over textures something else holds and, past its ceiling, drops them anyway; textures it makes without caching are never in it. Entries holding either kept them alive with no budget counting them, bounded only by the 1,024-entry and 65,536-element counts, until device memory ran out. The texture cache now marks such textures released. ResourceCache::Insert refuses descriptor sets holding one and hands the entries that hold one back to the caller, like RemoveImage does for evicted storage images. Co-Authored-By: Claude Opus 5.5 <[email protected]>