title: Edit) DXR - How Can I upload material or Vertex buffer Index for Bindless Resources?
body: <p>As you know, Vertex Buffer can contain other properties besides Position, such as Texture Coordinate or Tangent. (at least in raterization)</p>
  <p>DXR obtains this Vertex Buffer through BLAS, uploads it to the GPU, and performs Ray Tracing. but how does it distinguish which property is Vertex Position?</p>
  <p>Or am I misunderstanding something?</p>
  <p>My code is just like this.
  Vertex structure have Position, Texcoord, Tangent and biTangent.</p>
  <pre><code>std::vector&lt;D3D12_RAYTRACING_GEOMETRY_DESC&gt; geomDescs;
  geomDescs.reserve(mMeshMap.size());
  
  for (auto i = meshes.begin(); i != meshes.end(); ++i)
  {
      D3D12_RAYTRACING_GEOMETRY_DESC geomDesc = {};
      geomDesc.Type = D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES;
      geomDesc.Triangles.VertexBuffer.StartAddress = (*i)-&gt;GetVertexBufferAlloc()-&gt;GetResource()-&gt;GetGPUVirtualAddress();
      geomDesc.Triangles.VertexBuffer.StrideInBytes = sizeof(Vertex);
      geomDesc.Triangles.VertexFormat = DXGI_FORMAT_R32G32B32_FLOAT;
      geomDesc.Triangles.VertexCount = (*i)-&gt;GetVertexCount();
  
      if ((*i)-&gt;GetIndexCount() &gt; 0)
      {
          geomDesc.Triangles.IndexBuffer = (*i)-&gt;GetIndexBufferAlloc()-&gt;GetResource()-&gt;GetGPUVirtualAddress();
          geomDesc.Triangles.IndexFormat = DXGI_FORMAT_R32_UINT;
          geomDesc.Triangles.IndexCount = (*i)-&gt;GetIndexCount();
      }
      geomDesc.Flags = D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE;
  
      geomDescs.push_back(geomDesc);
  }
  </code></pre>
  <p>EDIT :
  OK, I've found that I need 'Bindless Resources', but I steel can't figure out exact way to do that.</p>
  <p>first, how can I get right 'Index' for access Descriptor heap to get Collided triangle's attributes?</p>
  <p>for that, I must need some Constant buffers for each BLAS, but How can I upload it and Identify in shader?</p>
  <p>Second, do I need to upload every vertex attributes to GPU for Bindless Resources? like, Every Vertex Attributes for each BLAS Objects? in One Descriptor Heap?</p>