I have a vs_2_0 shader like this:
struct ConstantBuffer
{
float4 diffuse;
float4 specular
};
shared uniform ConstantBuffer g_cb : app_constantBuffer;
void PS(out float4 Color: COLOR0)
{
Color = g_cb.diffuse;
}
The above example is simple, the constant buffer only stores two 4 component colors. I want to set the constant buffer before binding the pixel shader. I do not want to use the ID3DXEffect interface.
The IDirect3D9Device interface only provides methods for setting primitive types...I want to set the entire struct at one time. Is this possible?