The DirectXMath library is based on the XNA Math C++ SIMD library version 2.04. Here we describe how DirectXMath differs from XNA Math and how DirectXMath versions differ.
|Windows 10 October 2018 Update SDK||DirectXMath 3.13|
|Windows 10 April 2018 Update SDK|
Windows 10 Fall Creators Update SDK
|Windows 10 Creators Update SDK||DirectXMath 3.10|
|Windows 10 Anniversary SDK||DirectXMath 3.09|
|Windows 10 SDK (November 2015)||DirectXMath 3.08|
|Windows SDK for Windows 8.1 (Spring 2015)||DirectXMath 3.07|
|Windows SDK for Windows 8.1||DirectXMath 3.06|
|Windows SDK for Windows 8||DirectXMath 3.03|
See DirectXMath releases for more information.
DirectXMath differences from XNA Math
Here is how the DirectXMath library primarily differs from the XNA Math library:
- DirectXMath is C++ only (namespaces, overloads, new templates, and so on).
- Requires C++11 standard library support (that is, stdint.h, and so on).
- ARM-NEON intrinsics support for the Windows RT platform.
- New color functionality (color space conversions, .NET color constants).
- Bounding volume types (a version of which was previously in the XNACollision header in the DirectX SDK Collision sample).
- No Xbox 360 version is available. The Xbox 360 XDK continues to ship XNAMath v2.x; removal of Xbox 360 specific data types and function variants.
- Reworked XMVectorPermute for improved optimization for SSE and ARM-NEON intrinsics.
- The XMMATRIX type is fully opaque. To access individual elements of XMMATRIX, use other types such as XMFLOAT4X4.