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mirror of https://github.com/microsoft/DirectXMath synced 2024-11-09 14:10:09 +00:00

Updated Home (markdown)

Chuck Walbourn 2020-08-03 00:05:39 -07:00
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@ -54,20 +54,6 @@ Moving from the legacy D3DX9/D3DX10 D3DXMath is covered in [Working with D3DXMat
Be sure to read the [Microsoft Docs](https://docs.microsoft.com/en-us/windows/desktop/dxmath/pg-xnamath-internals#Call_Conventions) details on the calling convention types which are designed to deal with the various architectures and vector calling conventions. The best way to ensure you have them correct is to attempt to build your code with x86, x64, and ARM.
If writing client code that is intended to build with both DirectXMath 3.06+ (Windows 8.1 SDK / VS 2013) and DirectXMath 3.03 (Windows 8 XDK / VS 2012), the following adapter code can be used:
```cpp
#include <DirectXMath.h>
namespace DirectX
{
#if (DIRECTX_MATH_VERSION < 305) && !defined(XM_CALLCONV)
#define XM_CALLCONV __fastcall
typedef const XMVECTOR& HXMVECTOR;
typedef const XMMATRIX& FXMMATRIX;
#endif
}
```
# Language extensions
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.