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ReadMe.txt |
----------- DirectXMath ----------- Copyright (c) Microsoft Corporation. All rights reserved. June 2016 This package contains the DirectXMath library, an all inline SIMD C++ linear algebra library for use in games and graphics apps This code is designed to build with Visual Studio 2013 or 2015. It is recommended that you make use of VS 2013 Update 5 or VS 2015 Update 2. These components are designed to work without requiring any content from the DirectX SDK. For details, see "Where is the DirectX SDK?" <http://msdn.microsoft.com/en-us/library/ee663275.aspx>. Inc\ DirectXMath Files (in the DirectX C++ namespace) DirectXMath.h - Core library DirectXPackedVector.h - Load/Store functions and types for working with various compressed GPU formats DirectXColors.h - .NET-style Color defines in sRGB color space DirectXCollision.h - Bounding volume collision library Extentions\ Advanced instruction set variants for guarded codepaths DirectXMathSSE3.h - SSE3 DirectXMathBE.h - Supplemental SSE3 (SSSE3) DirectXMathSSE4.h - SSE4.1 DirectXMathAVX.h - Advanced Vector Extensions (AVX) DirectXMathAVX2.h - Advanced Vector Extensions 2 (AVX2) DirectXMathF16C.h - Half-precision conversions (F16C) DirectXMathFMA3.h - Fused multiply-accumulate (FMA3) DirectXMathFMA4.h - Fused multiply-accumulate (FMA4) SHMath\ Spherical Harmonics math functions DirectXSH.h - Header for SHMath functions DirectXSH.cpp, DirectXSHD3D11.cpp - Implementation XDSP\ XDSP.h - Digital Signal Processing helper functions All content and source code for this package are subject to the terms of the MIT License. <http://opensource.org/licenses/MIT>. Documentation is available at <https://msdn.microsoft.com/en-us/library/windows/desktop/hh437833.aspx>. For the latest version of DirectXMath, bug reports, etc. please visit the project site. <https://github.com/Microsoft/DirectXMath> 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. https://opensource.microsoft.com/codeofconduct/ --------------- RELEASE HISTORY --------------- June 2016 (3.09) Includes support for additional optimizations when built with /arch:AVX or /arch:AVX2 Added use of constexpr for type constructors, XMConvertToRadians, and XMConvertToDegrees Marked __vector4i, XMXDEC4, XMDECN4, XMDEC4, and associated Load & Store functions as deprecated. These are vestiges of Xbox 360 support and will be removed in a future release Renamed parameter in XMMatrixPerspectiveFov* to reduce user confusion when relying on IntelliSense XMU565, XMUNIBBLE4 constructors take uint8_t instead of int8_t May 2016 DirectXMath 3.08 released under the MIT license November 2015 (3.08) Added use of _mm_sfence for Stream methods Fixed bug with non-uniform scaling transforms for BoundingOrientedBox Added asserts for Near/FarZ in XMMatrix* methods Added use of =default for PODs with VS 2013/2015 Additional SSE and ARM-NEON optimizations for PackedVector functions April 2015 (3.07) Fix customer reported bugs in BoundingBox methods Fix customer reported bug in XMStoreFloat3SE Fix customer reported bug in XMVectorATan2, XMVectorATan2Est Fix customer reported bug in XMVectorRound October 2013 (3.06) Fixed load/store of XMFLOAT3SE to properly match the DXGI_FORMAT_R9G9B9E5_SHAREDEXP Added XMLoadUDecN4_XR and XMStoreUDecN4_XR to match DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM Added XMColorRGBToSRGB and XMColorSRGBToRGB to convert linear RGB <-> sRGB July 2013 (3.05) Use x86/x64 __vectorcall calling-convention when available (XM_CALLCONV, HXMVECTOR, FXMMATRIX introduced) Fixed bug with XMVectorFloor and XMVectorCeiling when given whole odd numbers (i.e. 105.0) Improved XMVectorRound algorithm ARM-NEON optimizations for XMVectorExp2, XMVectorLog2, XMVectorExpE, and XMVectorLogE ARM-NEON code paths use multiply-by-scalar intrinsics when supported Additional optimizations for ARM-NEON Stream functions Fixed potential warning C4723 using operator/ or operator/= March 2013 (3.04) XMVectorExp2, XMVectorLog2, XMVectorExpE, and XMVectorLogE functions added to provide base-e support in addition to the existing base-2 support XMVectorExp and XMVectorLog are now aliases for XMVectorExp2 and XMVectorLog2 Additional optimizations for Stream functions XMVector3Cross now ensures w component is zero on ARM XMConvertHalfToFloat and XMConvertFloatToHalf now use IEEE 754 standard float16 behavior for INF/QNAN Updated matrix version Transform for BoundingOrientedBox and BoundingFrustum to handle scaling March 2012 (3.03) Breaking change: Removed union members from XMMATRIX type to make it a fully 'opaque' type Marked single-parameter C++ constructors for XMFLOAT2, XMFLOAT2A, XMFLOAT3, XMFLOAT3A, XMFLOAT4, and XMFLOAT4A explicit February 2012 (3.02) ARM-NEON intrinsics (selected by default for the ARM platform) reworked XMVectorPermute, change of XM_PERMUTE_ defines, removal of XMVectorPermuteControl Addition of XM_SWIZZLE_ defines Optimizations for transcendental functions Template forms for permute, swizzle, shift-left, rotate-left, rotation-right, and insert Removal of deprecated types and functions (XM_CACHE_LINE_SIZE define, XMVectorExpEst, XMVectorLogEst, XMVectorPowEst, XMVectorSinHEs, XMVectorCosHEst, XMVectorTanHEst, XMVector2InBoundsR, XMVector3InBoundsR, XMVector4InBoundsR) Removed XM_STRICT_VECTOR4; XMVECTOR in NO-INTRINSICS always defined without .x, .y, .z, .w, .v, or .u Additional bounding types SAL fixes and improvements September 2011 (3.00) Renamed and reorganized the headers Introduced C++ namespaces Removed the Xbox 360-specific GPU types (HENDN3, XMHEND3, XMUHENDN3, XMUHEND3, XMDHENN3, XMDHEN3, XMUDHENN3, XMUDHEN3, XMXICON4, XMXICO4, XMICON4, XMICO4, XMUICON4, XMUICO4 )