Open 3D Engine Atom Gem API Reference 23.10.0
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AZ::RHI::ShaderInputBufferUnboundedArrayDescriptor Class Referencefinal

Public Member Functions

 AZ_TYPE_INFO (ShaderInputBufferUnboundedArrayDescriptor, "{7B355E06-DABA-4F49-834E-DEA26691C8DF}")
 
 ShaderInputBufferUnboundedArrayDescriptor (const Name &name, ShaderInputBufferAccess access, ShaderInputBufferType type, uint32_t strideSize, uint32_t registerId, uint32_t spaceId)
 
HashValue64 GetHash (HashValue64 seed=HashValue64{ 0 }) const
 

Static Public Member Functions

static void Reflect (ReflectContext *context)
 

Public Attributes

Name m_name
 The name id used to reflect the buffer input.
 
ShaderInputBufferType m_type = ShaderInputBufferType::Unknown
 The type of buffer required for this shader input.
 
ShaderInputBufferAccess m_access = ShaderInputBufferAccess::Read
 How the array elements in the unbounded array input are accessed.
 
uint32_t m_strideSize = 0
 Size of each buffer array element.
 
uint32_t m_registerId = UndefinedRegisterSlot
 
uint32_t m_spaceId = UndefinedRegisterSlot
 

Member Data Documentation

◆ m_registerId

uint32_t AZ::RHI::ShaderInputBufferUnboundedArrayDescriptor::m_registerId = UndefinedRegisterSlot

Register id of the resource in the SRG. This is only valid if the platform compiles the SRGs using "spaces". If not, this same information will be in the PipelineLayoutDescriptor. Some platforms (like Vulkan) need the register number when creating the SRG, others need it when creating the PipelineLayout.

◆ m_spaceId

uint32_t AZ::RHI::ShaderInputBufferUnboundedArrayDescriptor::m_spaceId = UndefinedRegisterSlot

Logical Register Space that the register id is within. This is primarily used when an SRG contains one or more unbounded arrays, as an unbounded array contains all register ids in a register space. If an SRG doesn't contain any unbounded arrays all resources in it will use the same space id.


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