releaseSampler method
Gives back what this device made to sample with sampler, if it made
anything.
A sampler is a value here, not a handle: a SamplerDescriptor is
handed to every bind, and has nothing of its own to dispose. A backend
whose API wants an object for it makes one per distinct description
and keeps it — WebGPU a GPUSampler, Impeller a SamplerOptions —
and this drops that one, so a tool that swept through many anisotropy
levels or level clamps does not keep every one for the device's life.
The next bind of an equal description makes it again. A draw already
encoded keeps what it was bound with.
Does nothing by default, which is the whole of it on a backend that samples by value (WebGL2 sets the texture's parameters at each bind; the software rasteriser reads the description itself).
Implementation
@override
void releaseSampler(SamplerDescriptor sampler) =>
inner.releaseSampler(sampler);