Describes how to fetch data from a texture in shaders.
TextureHandle loadTexture(const TextureDescription &desc, const TextureData *data) override
Load a texture from the given description.
void releaseSamplerState(SamplerStateHandle handle) override
Release the sampler state with the given handle.
void releaseTextureView(const TextureViewHandle &handle) override
Release the given texture view.
SamplerStateHandle loadSamplerState(const SamplerState &state) override
Load a sampler state object.
void releaseTexture(TextureHandle textureHandle) override
Release the texture with the given textureHandle.
void releaseResources() override
Release all allocated texture resources.
TextureViewHandle createTextureView(TextureViewDescription &viewDescription) override
Create a texture view used to bind a limited view of the texture data to the rendering pipeline.
void generateMipmaps(TextureHandle textureHandle) override
Use the graphics device to generate mipmaps for the texture with the given texture handle.
void * getNativeHandle(TextureHandle textureHandle) override
Get the device-specific handle (D3D texture pointer, OpenGL texture ID etc) associated with the given...