| Microsoft DirectX 8.1 (C++) |
Loads data into the vertex shader constant memory.
D3DVSD_CONST( _ConstantAddress, _Count ) \
(D3DVSD_MAKETOKENTYPE(D3DVSD_TOKEN_CONSTMEM) | \
((_Count) << D3DVSD_CONSTCOUNTSHIFT) | (_ConstantAddress))
The following code example shows how this macro might be used.
float diffuse[] = {1, 1, 1.0f/255.0f, 1};
DWORD decl[] =
{
D3DVSD_CONST(8, 1),
*(DWORD*)&diffuse[0],
*(DWORD*)&diffuse[1],
*(DWORD*)&diffuse[2],
*(DWORD*)&diffuse[3],
D3DVSD_STREAM(0),
D3DVSD_REG( 0, D3DVSDT_FLOAT3),
D3DVSD_REG( 2, D3DVSDT_D3DCOLOR),
D3DVSD_STREAM(1),
D3DVSD_REG( 1, D3DVSDT_FLOAT1),
D3DVSD_STREAM(2),
D3DVSD_REG( 3, D3DVSDT_FLOAT2),
D3DVSD_END()
};
Header: Declared in D3d8types.h.