A resource type that can be declared in HLSL and passed into TraceRay to indicate the top-level acceleration resource built using BuildRaytracingAccelerationStructure. It is bound as a raw buffer SRV in a descriptor table or root descriptor SRV. The declaration in HLSL is as follows:
RaytracingAccelerationStructure MyScene : register(t3,space1);
This example shows an unbounded size array of acceleration structures, which implies coming from a descriptor heap since root descriptors can’t be indexed.
RaytracingAccelerationStructure is an opaque resource with no methods available to shaders.