Nevertheless, I had to do a little hack into my ConstantTable to test the passing. I've yet to think about a good way how to pass the parameter from the main application fown to the ConstantTable.
The ConstantTable is stored within my shader class. You can access the table through a get* function. Now, the shader can be loaded by the renderdesc class which in fact is my xml mirror of the D3DX effect file format. I don't really want to pass every parameter through the renderdesc to the constanttable to the renderkernel.
Perhaps I should just have a set of predefined vars (such as time, world, view, proj, worldview, worldviewproj, etc).