Get the native texture handle/device for an overlay you have created. On windows this handle will be a ID3D11ShaderResourceView with a ID3D11Texture2D bound.
The texture will always be sized to match the backing texture you supplied in SetOverlayTexture above.
You MUST call ReleaseNativeOverlayHandle() with pNativeTextureHandle once you are done with this texture.
pNativeTextureHandle is an OUTPUT, it will be a pointer to a ID3D11ShaderResourceView *. pNativeTextureRef is an INPUT and should be a ID3D11Resource *. The device used by pNativeTextureRef will be used to bind pNativeTextureHandle.
Get the native texture handle/device for an overlay you have created. On windows this handle will be a ID3D11ShaderResourceView with a ID3D11Texture2D bound. The texture will always be sized to match the backing texture you supplied in SetOverlayTexture above. You MUST call ReleaseNativeOverlayHandle() with pNativeTextureHandle once you are done with this texture. pNativeTextureHandle is an OUTPUT, it will be a pointer to a ID3D11ShaderResourceView *. pNativeTextureRef is an INPUT and should be a ID3D11Resource *. The device used by pNativeTextureRef will be used to bind pNativeTextureHandle.