Directx 什么';当索引=0时,XMVectorSetByIndex和XMVectorSetX之间的差异是多少?
我阅读了DirectXMath库的源代码,发现Directx 什么';当索引=0时,XMVectorSetByIndex和XMVectorSetX之间的差异是多少?,directx,directx-11,directxmath,Directx,Directx 11,Directxmath,我阅读了DirectXMath库的源代码,发现xmvectorstebyindex和XMVectorSetX的实现完全不同。为什么不XMVectorSetX简单地返回xmvectorsetbyndex(index=0)?XMVectorSetX实际上能够使用SSE或ARM-NEON内部函数,而xmvectorsetbyndex必须“溢出到内存”(即它根本不是SIMD) 查看XMVectorSetY案例,以及使用/arch:AVX或/arch:AVX2它能够使用SSE4指令\u mm\u inse
xmvectorstebyindex
和XMVectorSetX
的实现完全不同。为什么不XMVectorSetX
简单地返回xmvectorsetbyndex
(index=0)?XMVectorSetX
实际上能够使用SSE或ARM-NEON内部函数,而xmvectorsetbyndex
必须“溢出到内存”(即它根本不是SIMD)
查看XMVectorSetY
案例,以及使用/arch:AVX
或/arch:AVX2
它能够使用SSE4指令\u mm\u insert\u ps
否则它必须做相当多的工作来获取SIMD代码生成器,而不必“溢出到内存”
inline XMVECTOR XM_CALLCONV XMVectorSetY(FXMVECTOR V, float y)
{
#if defined(_XM_NO_INTRINSICS_)
XMVECTOR U;
U.vector4_f32[0] = V.vector4_f32[0];
U.vector4_f32[1] = y;
U.vector4_f32[2] = V.vector4_f32[2];
U.vector4_f32[3] = V.vector4_f32[3];
return U;
#elif defined(_XM_ARM_NEON_INTRINSICS_)
return vsetq_lane_f32(y,V,1);
#elif defined(_XM_SSE4_INTRINSICS_)
XMVECTOR vResult = _mm_set_ss(y);
vResult = _mm_insert_ps( V, vResult, 0x10 );
return vResult;
#elif defined(_XM_SSE_INTRINSICS_)
// Swap y and x
XMVECTOR vResult = XM_PERMUTE_PS(V,_MM_SHUFFLE(3,2,0,1));
// Convert input to vector
XMVECTOR vTemp = _mm_set_ss(y);
// Replace the x component
vResult = _mm_move_ss(vResult,vTemp);
// Swap y and x again
vResult = XM_PERMUTE_PS(vResult,_MM_SHUFFLE(3,2,0,1));
return vResult;
#endif
}
请注意,DirectXMath现在在上可用
// Sets the X component of a vector to a passed floating point value
inline XMVECTOR XM_CALLCONV XMVectorSetX(FXMVECTOR V, float x)
{
#if defined(_XM_NO_INTRINSICS_)
XMVECTOR U;
U.vector4_f32[0] = x;
U.vector4_f32[1] = V.vector4_f32[1];
U.vector4_f32[2] = V.vector4_f32[2];
U.vector4_f32[3] = V.vector4_f32[3];
return U;
#elif defined(_XM_ARM_NEON_INTRINSICS_)
return vsetq_lane_f32(x,V,0);
#elif defined(_XM_SSE_INTRINSICS_)
XMVECTOR vResult = _mm_set_ss(x);
vResult = _mm_move_ss(V,vResult);
return vResult;
#endif
}
inline XMVECTOR XM_CALLCONV XMVectorSetY(FXMVECTOR V, float y)
{
#if defined(_XM_NO_INTRINSICS_)
XMVECTOR U;
U.vector4_f32[0] = V.vector4_f32[0];
U.vector4_f32[1] = y;
U.vector4_f32[2] = V.vector4_f32[2];
U.vector4_f32[3] = V.vector4_f32[3];
return U;
#elif defined(_XM_ARM_NEON_INTRINSICS_)
return vsetq_lane_f32(y,V,1);
#elif defined(_XM_SSE4_INTRINSICS_)
XMVECTOR vResult = _mm_set_ss(y);
vResult = _mm_insert_ps( V, vResult, 0x10 );
return vResult;
#elif defined(_XM_SSE_INTRINSICS_)
// Swap y and x
XMVECTOR vResult = XM_PERMUTE_PS(V,_MM_SHUFFLE(3,2,0,1));
// Convert input to vector
XMVECTOR vTemp = _mm_set_ss(y);
// Replace the x component
vResult = _mm_move_ss(vResult,vTemp);
// Swap y and x again
vResult = XM_PERMUTE_PS(vResult,_MM_SHUFFLE(3,2,0,1));
return vResult;
#endif
}