public override void BindGpuProgramParameters(GpuProgramType gptype, GpuProgramParameters parms, GpuProgramParameters.GpuParamVariability variability)
{
// special case pass iteration
if (variability == GpuProgramParameters.GpuParamVariability.PassIterationNumber)
{
BindGpuProgramPassIterationParameters(gptype);
return;
}
if ((variability & GpuProgramParameters.GpuParamVariability.Global) != 0)
{
// D3D9 doesn't support shared constant buffers, so use copy routine
parms.CopySharedParams();
}
switch ( gptype )
{
case GpuProgramType.Vertex:
activeVertexGpuProgramParameters = parms;
if ( parms.HasFloatConstants )
{
for ( var index = 0; index < parms.FloatConstantCount; index++ )
{
var entry = parms.GetFloatConstant( index );
if ( entry.isSet )
{
ActiveD3D9Device.SetVertexShaderConstant(index, entry.val, 0, 1);
}
}
}
if (parms.HasIntConstants)
{
for (var index = 0; index < parms.IntConstantCount; index++)
{
var entry = parms.GetIntConstant(index);
if (entry.isSet)
{
ActiveD3D9Device.SetVertexShaderConstant(index, entry.val, 0, 1);
}
}
}
break;
case GpuProgramType.Fragment:
activeFragmentGpuProgramParameters = parms;
if (parms.HasFloatConstants)
{
for (var index = 0; index < parms.FloatConstantCount; index++)
{
var entry = parms.GetFloatConstant(index);
if (entry.isSet)
{
ActiveD3D9Device.SetPixelShaderConstant(index, entry.val, 0, 1);
}
}
}
if ( parms.HasIntConstants )
{
for ( var index = 0; index < parms.IntConstantCount; index++ )
{
var entry = parms.GetIntConstant( index );
if ( entry.isSet )
{
ActiveD3D9Device.SetPixelShaderConstant(index, entry.val, 0, 1);
}
}
}
break;
}
}