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Implementation
Be sure to review Microsoft Learn: Library Internals.
For Visual C++, the projects make use of the default C++11/C++14 mode rather than /std:c++17
mode. The library does not make use of newer C++17 language & library features such as string_view
, static_assert
without a message, etc. although that may change in the future. The projects make use of /Wall
, /permissive-
, /Zc:__cplusplus
, and /analyze
to ensure a high-level of C++ conformance.
For clang/LLVM for Windows, there is a CMakeList.txt
provided to validate the code and ensure a high-level of conformance. This primarily means addressing warnings generated using /Wall -Wpedantic -Wextra
.
DirectXMath is written using standard Intel-style intrinsics, which should be portable to other compilers. The ARM and ARM64 codepaths use ARM-style intrinsics (earlier versions of the library used Visual C++ specific __n64
and __n128
), so these are also portable.
The DirectXMath library make use of two commonly implemented extensions to Standard C++:
- anonymous structs, which are widely supported and are part of the C11 standard. Note that the library also uses anonymous unions, but these are part of the C++ and C99 standard.
- #pragma once rather than old-style #define based guards, but are widely supported
Because of these, DirectXMath is not compatible with Visual C++'s
/Za
switch which enforces ISO C89 / C++11. It does work with/permissive-
.
- PascalCase for class names, methods, functions, and enums.
- camelCase for class member variables, struct members
- UPPERCASE for preprocessor defines (and nameless enums)
The library does not generally make use of Hungarian notation which as been deprecated for Win32 C++ APIs for many years, with the exception of a few uses of p
for pointers and sz
for strings.
The use of Standard C++ types is preferred including the fundamental types supplied by the language (i.e. int
, unsigned int
, size_t
, ptrdiff_t
, bool
, true
/false
, char
, wchar_t
) with the addition of the C99 fixed width types (i.e. uint32_t
, uint64_t
, intptr_t
, uintptr_t
, etc.)
Avoid using Windows "portability" types except when dealing directly with Win32 APIs: VOID
, UINT
, INT
, DWORD
, FLOAT
, BOOL
, TRUE
/FALSE
, WCHAR
, CONST
, etc.
As a low-level math library, DirectXMath does not make use of C++ exception handling or HRESULT
COM-style error values. Generally, parameter validation is limited to assert
macros. All functions should be annotated with noexcept
.
The DirectXMath library makes extensive use of SAL2 annotations (_In_
, _Outptr_opt_
, etc.) which greatly improves the accuracy of the Visual C++ static code analysis (also known as PREFAST). The standard Windows headers #define
them all to empty strings if not building with /analyze
, so they have no effect on code-generation.
One of the more complicated aspects of DirectXMath's implementation is implementing the various calling-conventions optimally for SIMD which changes per architecture. This is detailed on Microsoft Learn.
XMVECTOR XM_CALLCONV XMVectorHermite(FXMVECTOR Position0, FXMVECTOR Tangent0, FXMVECTOR Position1, GXMVECTOR Tangent1, float t) noexcept;
-
XMVECTOR
is the standard 128-bit SIMD register type, and we return it by value. -
XM_CALLCONV
is set to__vectorcall
where supported,__fastcall
otherwise unless the target compiler doesn't support it. -
FXMVECTOR
is used for the first three SIMD parameters to support SIMD-passing behavior for_fastcall
. -
GXMVECTOR
is used for the fourth SIMD parameter to support_vectorcall
and the ARM ABI passing of the first four SIMD registers. -
HXMVECTOR
is used for the fifth and six SIMD parameter to support_vectorcall
. -
CXMVECTOR
is used for all remaining SIMD registers which passes by 'const ref'.
In configurations where the platform doesn't support 6 SIMD registers, the types are equivalent to CXMMVECTOR
.
XMVECTOR XM_CALLCONV XMVector3Project(FXMVECTOR V, float ViewportX, float ViewportY, float ViewportWidth, float ViewportHeight, float ViewportMinZ, float ViewportMaxZ, FXMMATRIX Projection, CXMMATRIX View, CXMMATRIX World) noexcept;
Because of heterogeneous vector aggregates a matrix which consists of 4 SIMD values can be passed as if it were 4 individual SIMD values.
-
FXMMATRIX
generally this is used if there are 0, 1, or 2XMVECTOR
parameters preceding the matrix. -
CXMMATRIX
is sued for all other matrix parameters which passes by 'const ref'.
DirectXMath makes use of many preprocessor defines to target many different instruction sets and architectures.
A full table of defines can be found on Microsoft Learn.
inline XMVECTOR XM_CALLCONV XMVectorRound(FXMVECTOR V) noexcept
{
#if defined(_XM_NO_INTRINSICS_)
XMVECTORF32 Result = { { {
MathInternal::round_to_nearest(V.vector4_f32[0]),
MathInternal::round_to_nearest(V.vector4_f32[1]),
MathInternal::round_to_nearest(V.vector4_f32[2]),
MathInternal::round_to_nearest(V.vector4_f32[3])
} } };
return Result.v;
#elif defined(_XM_ARM_NEON_INTRINSICS_)
#if defined(_M_ARM64) || defined(_M_HYBRID_X86_ARM64) || defined(_M_ARM64EC) || __aarch64__
// ARM_NEON v8 implementation
#else
// ARM-NEON v7 implementation
#endif
#elif defined(_XM_SSE4_INTRINSICS_)
// SSE 4.1 implementation
#elif defined(_XM_SSE_INTRINSICS_)
// SSE/SSE2 implementation (the minimum required for x86/x64)
#endif
}
See this blog series for more details on how each is applied to DirectXMath:
- DirectXMath - SSE, SSE2, and ARM-NEON
- DirectXMath - SSE3 and SSSE3
- DirectXMath - SSE4.1 and SSE4.2
- DirectXMath - AVX
- DirectXMath - F16C and FMA
- DirectXMath - ARM64
-
XM_ALIGNED_DATA
is used to declare aligned data variables. -
XM_ALIGNED_STRUCT
is used to declare an aligned struct.
-
XM_STREAM_PS
,XM256_STREAM_PS
, andXM_SFENCE
which are controlled by the_XM_NO_MOVNT_
define. -
XM_PERMUTE_PS
is_mm_permute_ps
when building for AVX and_mm_shuffle_ps
when building for SSE/SSE2. -
XM_FMADD_PS
andXM_FNMADD_PS
which are controlled by the use of FMA3 or not. -
XM_LOADU_SI16
is a fix-up for older versions of GNUC which were missing_mm_loadu_si16
.
-
XM_PREFETCH
is__prefetch
or__builtin_prefetch
for ARM/ARM64.
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- Intel Classic Compiler
- Intel oneAPI Compiler
DirectX Tool Kit for DirectX 11