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Implementation

Chuck Walbourn edited this page May 31, 2020 · 43 revisions

Compiler conformance

For Visual C++, the projects make use of the default C++11/C++14 mode rather than /std:c++17 mode, although occasionally run a validation pass to confirm it's fully compatible with C++17 (i.e. avoid all use of auto_ptr, random_shuffle, and other deprecated features). 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.

Naming conventions

While the DirectX Tool Kit design is heavily influenced by the XNA Game Studio framework C# object design, it uses C++ conventions consistent with modern Win32 APIs rather than the strict .NET use of PascalCase as enforced by FXCop.

  • 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.

Type usage

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.

Strongly-typed enum bitmask flags

To provide type-safe bitmask flags, we make use of the DEFINE_ENUM_FLAG_OPERATORS macro (in winnt.h) to make an enum work as you'd expect for bitmask flags based on recommendations in the C+ standard under 17.5.2.1.3 Bitmask types.

The impact to client code is minimal, but mostly means you can't pass a 0 literal and must use the defined default value like WIC_LOADER_DEFAULT.

Direct3D 11 does not make use of the strongly-type enum bitmask flags, but Direct3D 12 does.

Unicode

The Modern C++ recommendation is to use UTF-8 Everywhere except where specifically interacting with Win32 or Windows Runtime APIs which require converting to wchar_t (UTF-16LE).

  • Always explicitly call the "W" or "A" versions of Win32 APIs. Prefer to convert from UTF-8 at the point of call.
  • Do not rely on the macros to select "W" vs. "A", but always build with UNICODE and _UNICODE defined for safety.

Most functions in DirectX Tool Kit take wchar_t* since they are passed directly along to Win32 types. SpriteFont provides both UTF-8 char* and UTF-16LE wchar_t* methods.

SAL annotation

The DirectX Toolkit 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.

The pImpl idiom

DirectXTK's implementation makes extensive use of the pImpl idiom. This keeps the public headers slim and minimizes inter-module dependencies.

// SpriteBatch.h public header
class SpriteBatch
{
public:
    SpriteBatch(...) noexcept(false);

    SpriteBatch(SpriteBatch&& moveFrom) noexcept;
    SpriteBatch& operator= (SpriteBatch&& moveFrom) noexcept;

    SpriteBatch(SpriteBatch const&) = delete;
    SpriteBatch& operator=(SpriteBatch const&) = delete;

    virtual ~SpriteBatch();
    ...

private:
    // Private implementation.
    class Impl;

    std::unique_ptr<Impl> pImpl;
};

This also allows the implementation to allocate the pImpl class internally using _aligned_malloc(x,16); so that we can use the DirectXMath aligned XMVECTOR and XMMATRIX types directly in the implementation across all architectures.

  • The class default constructor can throw an exception since it creates a Impl instance, hence the noexcept(false).

  • The class destructor can't be inline and must be implemented in the .cpp file since unique_ptr needs the real Impl type size.

Calling-conventions

Public methods in the library are explicitly marked __cdecl to ensure consistent behavior no matter what the client code is using. Internally it is not specified as it's assumed from the default setting except where XM_VECTORCALL is utilized (see the DirectXMath section below)

The std::function is used for callbacks as a general pattern so that client code can provide function pointers, lambdas, functors, etc. To support building with a mix of calling conventions, we need to annotate the std::function correctly.

    HRESULT __cdecl SaveWICTextureToFile( /*...*/,
        std::function<void __cdecl(IPropertyBag2*)> setCustomProps
            = nullptr );

Default constructors/assignment operators

The C++11 standard includes a more efficient = default and = delete construct for dealing with special constructors and operators.

To declare a standard copy constructor and copy assignment operators, we use:

Rectangle(const Rectangle&) = default;
Rectangle& operator= (const Rectangle&) = default;

To prevent copying we use:

// Prevent copying.
SpriteBatch(SpriteBatch const&) = delete;
SpriteBatch& operator= (SpriteBatch const&) = delete;

Per C++ Core Guidelines recommendations, if you declare a copy constructor/assignment operator, you should also defined the move equivalents:

Rectangle(Rectangle&&) = default;
Rectangle& operator= (Rectangle&&) = default;

Note that use of = default can improve codegen for derived types as well.

DirectXMath Parameter Conventions

The library uses the DirectXMath calling convention types to improve parameter passing of XMVECTOR and XMMATRIX types.

Further Reading

Dual-use Coding Techniques for Games
C++ Core Guidelines

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Windows 8.1
  • Windows 7 Service Pack 1
  • Xbox One

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 12

DirectXMesh

DirectXTex

DirectXMath

Win2D

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

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