I read the source code of the DirectXMath Library and found that the implementation of XMVectorSetByIndex
and XMVectorSetX
are completely different. Why not XMVectorSetX
simply returns XMVectorSetByIndex
(index = 0) ?
XMVectorSetX
is actually able to use SSE or ARM-NEON intrinsics, while XMVectorSetByIndex
has to 'spill to memory' (i.e. it's not SIMD at all).
// Set a single indexed floating point component
inline XMVECTOR XM_CALLCONV XMVectorSetByIndex(FXMVECTOR V, float f, size_t i)
{
assert( i < 4 );
_Analysis_assume_( i < 4 );
#if defined(_XM_NO_INTRINSICS_)
XMVECTOR U;
U = V;
U.vector4_f32[i] = f;
return U;
#elif defined(_XM_ARM_NEON_INTRINSICS_)
XMVECTOR U = V;
U.n128_f32[i] = f;
return U;
#elif defined(_XM_SSE_INTRINSICS_)
XMVECTOR U = V;
U.m128_f32[i] = f;
return U;
#endif
}
vs.
// 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
}
It's informative to look at the XMVectorSetY
case as well where with /arch:AVX
or /arch:AVX2
it's able to use the SSE4 instruction _mm_insert_ps
otherwise it has to do a fair bit of work get SIMD code-gen instead of having to 'spill to memory'.
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
}
Note that DirectXMath is now available on GitHub.