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  • Blog Post: DirectX Tool Kit: Now with GamePads

    The XInput API is almost trivial to use at first glance which is basically two simple C APIs with very simple parameters. There are, however, a number of subtleties that have crept in over the years, including the split between Windows 8 and previous releases. There is also a potential performance problem...
  • Blog Post: GDC 2014

    In addition to the DirectX 12 announcement this week at the Game Developers Conference , there are also a number of sponsored sessions some of which I'll be presenting. Hope to see you there. Update : a blog post with the details of the announcement is now available along with some videos of the related...
  • Blog Post: DirectX Tool Kit for Audio

    The December 2013 release of DirectXTK is now available on CodePlex, and includes a C++ implementation of the XNA Game Studio's low-level audio framework using XAudio2 and X3DAudio. AudioEngine - This class represents an XAudio2 audio graph, device, and mastering voice; similar to XNA's AudioEngine...
  • Blog Post: Windows Imaging Component and Windows 8

    There are a number of new features and some bugs fixed in the Windows Imaging Component for Windows 8 . With the installation of KB 2670838 this new version of WIC is also available on Windows 7 Service Pack 1. The Windows 8.0 SDK contains the latest version of the headers needed to build with the...
  • Blog Post: Dual-use Coding Techniques for Games, part 3

    Writing shared code for Windows Store and Win32 desktop apps (continued from part 1 and part 2 ) Windows Runtime (WinRT) APIs There are a number of areas of the system where you must use WinRT APIs to access the required functionality for Windows Store apps, and there is no Win32 equivalent...
  • Blog Post: Dual-use Coding Techniques for Games, part 2

    Writing shared code for Windows Store and Win32 desktop apps (continued from part 1 ) Win32 APIs The majority of the “core” API family are new Windows Runtime (WinRT) style APIs which are not available for down-level Win32 desktop applications. Therefore the overlap is in Win32 APIs...
  • Blog Post: Dual-use Coding Techniques for Games, part 1

    Writing shared code for Windows Store and Win32 desktop apps Introduction Apps written for the Windows Store make use of the Windows Runtime (WinRT) and a restricted subset of Win32 APIs located in the core API family. Traditional Win32 desktop apps have access to a larger desktop API family, but...
  • Blog Post: DirectXMath: F16C and FMA

    In this installment in our series, we cover a few additional instructions that extend the AVX instruction set. These instructions make use of the VEX prefix and require the OS implement “OXSAVE”. Without this support, these instructions are all invalid and will generate an invalid instruction...
  • Blog Post: DirectXMath: AVX

    The Advanced Vector Extensions ( AVX ) instruction set goes beyond just adding more instructions like we’ve seen in previous installments. AVX also introduces an extended register file and a new x86 instruction encoding prefix. The AVX instruction set expands the existing XMM register file of...
  • Blog Post: DirectXMath: SSE4.1 and SSE4.2

    The SSE4 instruction set consists of two parts, referred as SSE4.1 and 4.2. The intrinsics are located in the smmintrin.h header. The SSE4.1 instruction set is the most interesting for DirectXMath, while SSE 4.2 adds some more specialized instructions for CRC checks and string handling. The key new features...
  • Blog Post: DirectXMath: SSE3 and SSSE3

    The SSE3 instruction set adds about a dozen instructions (intrinsics are in the pimmintrin.h header). The main operation these instructions provide is the ability to do “horizontal” adds and subtracts (ARM-NEON refers to these as ‘pairwise’ operations) for float4 and double2 data...
  • Blog Post: DirectXMath: SSE, SSE2, and ARM-NEON

    The DirectXMath library provides high-performance linear algebra math support for the typical kinds of operations found in a 3D graphics application. The library achieves this by making use of specialized SIMD (Single-Instruction-Multiple-Data) instruction sets to work on 4 single-precision float values...
  • Blog Post: Direct3D Feature Levels

    In various forums and discussion threads of late, I've seen some confusion about the difference between "DirectX 11" the API and "DirectX 11" the class of video hardware. The key to this is the concept of a "Feature Level" for devices which simplifies the old Direct3D 9 "sea of capabilities bits" to...
  • Blog Post: XAudio2 and Windows 8

    The Windows 8 Consumer Preview includes version 2.8 of the XAudio2 game audio API built in, and this API is fully supported for both Windows Store apps (including x86, x64, and Windows on ARM) and desktop Win32 applications. The full details of the differences compared to XAudio2 2.7 which shipped in...
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