Open 3D Engine Atom Gem API Reference  22.10.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
Public Member Functions | Static Public Member Functions | Protected Attributes | Friends | List of all members
AZ::RHI::RayTracingShaderTable Class Reference

#include <RayTracingShaderTable.h>

Inherits AZ::RHI::DeviceObject.

Public Member Functions

void Init (Device &device, const RayTracingBufferPools &rayTracingBufferPools)
void Build (const AZStd::shared_ptr< RayTracingShaderTableDescriptor > descriptor)
- Public Member Functions inherited from AZ::RHI::DeviceObject
 AZ_RTTI (DeviceObject, "{17D34F71-944C-4AF5-9823-627474C4C0A6}", Object)
bool IsInitialized () const
 Returns whether the device object is initialized.
DeviceGetDevice () const
- Public Member Functions inherited from AZ::RHI::Object
 AZ_RTTI (Object, "{E43378F1-2331-4173-94B8-990ED20E6003}")
void SetName (const Name &name)
const Name & GetName () const

Static Public Member Functions

static RHI::Ptr< RHI::RayTracingShaderTableCreateRHIRayTracingShaderTable ()

Protected Attributes

AZStd::shared_ptr< RayTracingShaderTableDescriptorm_descriptor
const RayTracingBufferPoolsm_bufferPools = nullptr


class FrameScheduler

Additional Inherited Members

- Protected Member Functions inherited from AZ::RHI::DeviceObject
void Init (Device &device)
 The derived class should call this method to assign the device.
void Shutdown () override
 Clears the current bound device to null.

Detailed Description

Shader Table Specifies the ray generation, miss, and hit shaders used during the ray tracing process

Member Function Documentation

◆ Build()

void AZ::RHI::RayTracingShaderTable::Build ( const AZStd::shared_ptr< RayTracingShaderTableDescriptor descriptor)

Queues this RayTracingShaderTable to be built by the FrameScheduler. Note that the descriptor must be heap allocated, preferably using make_shared.

The documentation for this class was generated from the following file: