An object that you use to configure a texture sampler.
An object that you use to configure new Metal texture objects.
Options used to specify how a sample compare operation should be performed on a depth texture.
Modes that determine the texture coordinate at each pixel when a fetch falls outside the bounds of a texture.
Values that determine the border color for clamped texture values when the sampler address mode is MTLSamplerAddressModeClampToBorderColor.
Filtering options for determining which pixel value is returned within a mipmap level.
Filtering options for determining what pixel value is returned with multiple mipmap levels.
A set of options to choose from when creating a texture swizzle pattern.
The dimension of each image, including whether multiple images are arranged into an array or a cube.
An enumeration for the various options that determine how you can use a texture.
An object that defines how a texture should be sampled.
A resource that holds formatted image data.
A pattern that modifies the data read or sampled from a texture by rearranging or duplicating the elements of a vector.