// 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