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 #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.
Fixes#16988.