public override void BindProgramParameters(GpuProgramParameters parms, GpuProgramParameters.GpuParamVariability mask) { var type = programType; // only supports float constants var floatStruct = parms.FloatLogicalBufferStruct; foreach (var i in floatStruct.Map) { if ((i.Value.Variability & mask) != 0) { var logicalIndex = i.Key; var pFloat = parms.GetFloatConstantList(); var ptr = i.Value.PhysicalIndex; { for (var j = 0; j < i.Value.CurrentSize; j += 4) { var x = pFloat[ptr + j]; var y = pFloat[ptr + j + 1]; var z = pFloat[ptr + j + 2]; var w = pFloat[ptr + j + 3]; Gl.glProgramLocalParameter4fARB(type, logicalIndex, x, y, z, w); ++logicalIndex; } } } } }
public override void BindProgramParameters(GpuProgramParameters parms, GpuProgramParameters.GpuParamVariability mask) { // Register combiners uses 2 constants per texture stage (0 and 1) // We have stored these as (stage * 2) + const_index in the physical buffer // There are no other parameters in a register combiners shader var floatList = parms.GetFloatConstantList(); var index = 0; for (var i = 0; i < floatList.Length; ++i, ++index) { var combinerStage = Gl.GL_COMBINER0_NV + (index / 2); var pname = Gl.GL_CONSTANT_COLOR0_NV + (index % 2); Gl.glCombinerStageParameterfvNV(combinerStage, pname, ref floatList[i]); } }