// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/Textures/GPUSampler.h"
#include "GPUDeviceDX11.h"
#if GRAPHICS_API_DIRECTX11
///
/// Sampler object for DirectX 11 backend.
///
class GPUSamplerDX11 : public GPUResourceBase
{
public:
GPUSamplerDX11(GPUDeviceDX11* device)
: GPUResourceBase(device, StringView::Empty)
{
}
ID3D11SamplerState* SamplerState = nullptr;
protected:
// [GPUSampler]
bool OnInit() override;
void OnReleaseGPU() override;
};
#endif