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# LowLevelDeviceResource

Encapsulates a GPU device resource created by the application.
On visionOS, resources must be allocated in shared memory that can be used by the renderer process.
Once a device resource is in use by the renderer, changing its contents is unsafe and undefined.

```
final class LowLevelDeviceResource
```

## Topics

### Creating a device resource

[`init(textureDescriptor: MTLTextureDescriptor, iosurface: IOSurfaceRef, plane: Int) throws`](/documentation/RealityKit/LowLevelDeviceResource/init(textureDescriptor:iosurface:plane:))

Creates a new [`LowLevelDeviceResource`](/documentation/RealityKit/LowLevelDeviceResource) from the specified `IOSurface`.

[`init(sharedTextureHandle: MTLSharedTextureHandle) throws`](/documentation/RealityKit/LowLevelDeviceResource/init(sharedTextureHandle:))

Creates a new [`LowLevelDeviceResource`](/documentation/RealityKit/LowLevelDeviceResource) from the specified Metal shared texture handle.
Throws if an MTLTexture cannot be created from the specified handle.

### Initializers

[`init(texture: any MTLTexture)`](/documentation/RealityKit/LowLevelDeviceResource/init(texture:))

Creates a new [`LowLevelDeviceResource`](/documentation/RealityKit/LowLevelDeviceResource) from the specified Metal texture.
This is not available on visionOS; device resources on this platform must be initialized
from a shared texture using `init(sharedTextureHandle:)` instead.

---

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