Visual C Fp Fast Game Dev
- Visual C Fp Fast Game Device
- Visual C Fp Fast Game Devices
- Visual C Fp Fast Game Dev 2017
- Visual C Fp Fast Game Dev 2
- Learn How To Type Fast Game
In C or C, does the compiler option of floating point precision really make a difference in real world (small/indie) games? From my observations, setting fp:fast is many times faster than fp:pr.
- Free standard delivery. Free returns. NZ$143.95 Special pricing for eligible students, parents and teachers. Precisely sketch and shade with 4,096 pressure points that respond to the lightest touch. Ink flows from the tip to your screen with virtually no lag, and the rubber makes mistakes disappear.
- Oct 19, 2015 If your App is a game, then some calculations need only be accurate enough to plot the right color on the right pixels (so a display of 2048 columns needs an accuracy of 1 part in a few thousand). With game Apps, it’s unlikely you would even see any difference in the display between /fp:fast and /fp:precise.
- Depending on processor architecture and toolchain, this floating-point based approach could be either faster or slower than the integer-based implementation from newlib referenced in a different answer. I tested myroundf exhaustively against the newlib roundf implementation using Intel compiler version 13, with both /fp:strict and /fp:fast.
- Visual Studio 15.4 not responding while debugging high CPU 1 Solution C incorrect code generation with /fp:fast 1 Solution VS2017 spent too much time on loading breakpoints information 1 Solution Test Explorer Window pops up after debugging 1 Solution.
- Mar 19, 2019 The C compiler in Visual Studio 2019 includes several new optimizations and improvements geared towards increasing the performance of games and making game developers more productive by reducing the compilation time of large projects. Although the focus of this blog post is on the game industry.
The Microsoft C/C++ compiler (MSVC) predefines certain preprocessor macros, depending on the language (C or C++), the compilation target, and the chosen compiler options.
MSVC supports the predefined preprocessor macros required by the ANSI/ISO C99 standard and the ISO C++14 and C++17 standards. The implementation also supports several more Microsoft-specific preprocessor macros. Some macros are defined only for specific build environments or compiler options. Except where noted, the macros are defined throughout a translation unit as if they were specified as /D compiler option arguments. When defined, the macros are expanded to the specified values by the preprocessor before compilation. The predefined macros take no arguments and can't be redefined.
Standard predefined identifier
The compiler supports this predefined identifier specified by ISO C99 and ISO C++11.
__func__
The unqualified and unadorned name of the enclosing function as a function-local static const array of char.
Standard predefined macros
The compiler supports these predefined macros specified by the ISO C99 and ISO C++17 standards.
__cplusplus
Defined as an integer literal value when the translation unit is compiled as C++. Otherwise, undefined.__DATE__
The compilation date of the current source file. The date is a constant length string literal of the form Mmm dd yyyy. The month name Mmm is the same as the abbreviated month name generated by the C Runtime Library (CRT) asctime function. The first character of date dd is a space if the value is less than 10. This macro is always defined.__FILE__
The name of the current source file.__FILE__
expands to a character string literal. To ensure that the full path to the file is displayed, use /FC (Full Path of Source Code File in Diagnostics). This macro is always defined.__LINE__
Defined as the integer line number in the current source file. The value of the__LINE__
macro can be changed by using a#line
directive. This macro is always defined.__STDC__
Defined as 1 only when compiled as C and if the /Za compiler option is specified. Otherwise, undefined.__STDC_HOSTED__
Defined as 1 if the implementation is a hosted implementation, one that supports the entire required standard library. Otherwise, defined as 0.__STDCPP_THREADS__
Defined as 1 if and only if a program can have more than one thread of execution, and compiled as C++. Otherwise, undefined.__TIME__
The time of translation of the preprocessed translation unit. The time is a character string literal of the form hh:mm:ss, the same as the time returned by the CRT asctime function. This macro is always defined.
Microsoft-specific predefined macros
Visual C Fp Fast Game Device
MSVC supports these additional predefined macros.
__ATOM__
Defined as 1 when the /favor:ATOM compiler option is set and the compiler target is x86 or x64. Otherwise, undefined.__AVX__
Defined as 1 when the /arch:AVX, /arch:AVX2 or /arch:AVX512 compiler options are set and the compiler target is x86 or x64. Otherwise, undefined.__AVX2__
Defined as 1 when the /arch:AVX2 or /arch:AVX512 compiler option is set and the compiler target is x86 or x64. Otherwise, undefined.__AVX512BW__
Defined as 1 when the /arch:AVX512 compiler option is set and the compiler target is x86 or x64. Otherwise, undefined.__AVX512CD__
Defined as 1 when the /arch:AVX512 compiler option is set and the compiler target is x86 or x64. Otherwise, undefined.__AVX512DQ__
Defined as 1 when the /arch:AVX512 compiler option is set and the compiler target is x86 or x64. Otherwise, undefined.__AVX512F__
Defined as 1 when the /arch:AVX512 compiler option is set and the compiler target is x86 or x64. Otherwise, undefined.__AVX512VL__
Defined as 1 when the /arch:AVX512 compiler option is set and the compiler target is x86 or x64. Otherwise, undefined._CHAR_UNSIGNED
Defined as 1 if the default char type is unsigned. This value is defined when the /J (Default char Type Is unsigned) compiler option is set. Otherwise, undefined.__CLR_VER
Defined as an integer literal that represents the version of the Common Language Runtime (CLR) used to compile the app. The value is encoded in the formMmmbbbbb
, whereM
is the major version of the runtime,mm
is the minor version of the runtime, andbbbbb
is the build number.__CLR_VER
is defined if the /clr compiler option is set. Otherwise, undefined._CONTROL_FLOW_GUARD
Defined as 1 when the /guard:cf (Enable Control Flow Guard) compiler option is set. Otherwise, undefined.__COUNTER__
Expands to an integer literal that starts at 0. The value is incremented by 1 every time it's used in a source file, or in included headers of the source file.__COUNTER__
remembers its state when you use precompiled headers. This macro is always defined.This example uses
__COUNTER__
to assign unique identifiers to three different objects of the same type. TheexampleClass
constructor takes an integer as a parameter. Inmain
, the application declares three objects of typeexampleClass
, using__COUNTER__
as the unique identifier parameter:__cplusplus_cli
Defined as the integer literal value 200406 when compiled as C++ and a /clr compiler option is set. Otherwise, undefined. When defined,__cplusplus_cli
is in effect throughout the translation unit.__cplusplus_winrt
Defined as the integer literal value 201009 when compiled as C++ and the /ZW (Windows Runtime Compilation) compiler option is set. Otherwise, undefined._CPPRTTI
Defined as 1 if the /GR (Enable Run-Time Type Information) compiler option is set. Otherwise, undefined._CPPUNWIND
Defined as 1 if one or more of the /GX (Enable Exception Handling), /clr (Common Language Runtime Compilation), or /EH (Exception Handling Model) compiler options are set. Otherwise, undefined._DEBUG
Defined as 1 when the /LDd, /MDd, or /MTd compiler option is set. Otherwise, undefined._DLL
Defined as 1 when the /MD or /MDd (Multithreaded DLL) compiler option is set. Otherwise, undefined.__FUNCDNAME__
Defined as a string literal that contains the decorated name of the enclosing function. The macro is defined only within a function. The__FUNCDNAME__
macro isn't expanded if you use the /EP or /P compiler option.This example uses the
__FUNCDNAME__
,__FUNCSIG__
, and__FUNCTION__
macros to display function information.__FUNCSIG__
Defined as a string literal that contains the signature of the enclosing function. The macro is defined only within a function. The__FUNCSIG__
macro isn't expanded if you use the /EP or /P compiler option. When compiled for a 64-bit target, the calling convention is__cdecl
by default. For an example of usage, see the__FUNCDNAME__
macro.__FUNCTION__
Defined as a string literal that contains the undecorated name of the enclosing function. The macro is defined only within a function. The__FUNCTION__
macro isn't expanded if you use the /EP or /P compiler option. For an example of usage, see the__FUNCDNAME__
macro._INTEGRAL_MAX_BITS
Defined as the integer literal value 64, the maximum size (in bits) for a non-vector integral type. This macro is always defined.__INTELLISENSE__
Defined as 1 during an IntelliSense compiler pass in the Visual Studio IDE. Sansamp free vst download. Otherwise, undefined. You can use this macro to guard code the IntelliSense compiler doesn't understand, or use it to toggle between the build and IntelliSense compiler. For more information, see Troubleshooting Tips for IntelliSense Slowness._ISO_VOLATILE
Defined as 1 if the /volatile:iso compiler option is set. Otherwise, undefined._KERNEL_MODE
Defined as 1 if the /kernel (Create Kernel Mode Binary) compiler option is set. Otherwise, undefined._M_AMD64
Defined as the integer literal value 100 for compilations that target x64 processors. Otherwise, undefined._M_ARM
Defined as the integer literal value 7 for compilations that target ARM processors. Otherwise, undefined._M_ARM_ARMV7VE
Defined as 1 when the /arch:ARMv7VE compiler option is set for compilations that target ARM processors. Otherwise, undefined._M_ARM_FP
Defined as an integer literal value that indicates which /arch compiler option was set for ARM processor targets. Otherwise, undefined.A value in the range 30-39 if no
/arch
ARM option was specified, indicating the default architecture for ARM was set (VFPv3
).A value in the range 40-49 if
/arch:VFPv4
was set.For more information, see /arch (ARM).
_M_ARM64
Defined as 1 for compilations that target 64-bit ARM processors. Otherwise, undefined._M_CEE
Defined as 001 if any /clr (Common Language Runtime Compilation) compiler option is set. Otherwise, undefined._M_CEE_PURE
Deprecated beginning in Visual Studio 2015. Defined as 001 if the /clr:pure compiler option is set. Otherwise, undefined._M_CEE_SAFE
Deprecated beginning in Visual Studio 2015. Defined as 001 if the /clr:safe compiler option is set. Otherwise, undefined._M_FP_EXCEPT
Defined as 1 if the /fp:except or /fp:strict compiler option is set. Otherwise, undefined._M_FP_FAST
Defined as 1 if the /fp:fast compiler option is set. Otherwise, undefined._M_FP_PRECISE
Defined as 1 if the /fp:precise compiler option is set. Otherwise, undefined._M_FP_STRICT
Defined as 1 if the /fp:strict compiler option is set. Otherwise, undefined._M_IX86
Defined as the integer literal value 600 for compilations that target x86 processors. This macro isn't defined for x64 or ARM compilation targets._M_IX86_FP
Defined as an integer literal value that indicates the /arch compiler option that was set, or the default. This macro is always defined when the compilation target is an x86 processor. Otherwise, undefined. When defined, the value is:0 if the
/arch:IA32
compiler option was set.1 if the
/arch:SSE
compiler option was set.2 if the
/arch:SSE2
,/arch:AVX
,/arch:AVX2
, or/arch:AVX512
compiler option was set. This value is the default if an/arch
compiler option wasn't specified. When/arch:AVX
is specified, the macro__AVX__
is also defined. When/arch:AVX2
is specified, both__AVX__
and__AVX2__
are also defined. When/arch:AVX512
is specified,__AVX__
,__AVX2__
,__AVX512BW__
,__AVX512CD__
,__AVX512DQ__
,__AVX512F__
and__AVX512VL__
are also defined.For more information, see /arch (x86).
_M_X64
Defined as the integer literal value 100 for compilations that target x64 processors. Otherwise, undefined._MANAGED
Defined as 1 when the /clr compiler option is set. Otherwise, undefined._MSC_BUILD
Defined as an integer literal that contains the revision number element of the compiler's version number. The revision number is the fourth element of the period-delimited version number. For example, if the version number of the Microsoft C/C++ compiler is 15.00.20706.01, the_MSC_BUILD
macro evaluates to 1. This macro is always defined._MSC_EXTENSIONS
Defined as 1 if the on-by-default /Ze (Enable Language Extensions) compiler option is set. Otherwise, undefined._MSC_FULL_VER
Defined as an integer literal that encodes the major, minor, and build number elements of the compiler's version number. The major number is the first element of the period-delimited version number, the minor number is the second element, and the build number is the third element. For example, if the version number of the Microsoft C/C++ compiler is 15.00.20706.01, the_MSC_FULL_VER
macro evaluates to 150020706. Entercl /?
at the command line to view the compiler's version number. This macro is always defined._MSC_VER
Defined as an integer literal that encodes the major and minor number elements of the compiler's version number. The major number is the first element of the period-delimited version number and the minor number is the second element. For example, if the version number of the Microsoft C/C++ compiler is 17.00.51106.1, the_MSC_VER
macro evaluates to 1700. Entercl /?
at the command line to view the compiler's version number. This macro is always defined.Visual Studio version _MSC_VER
Visual Studio 6.0 1200 Visual Studio .NET 2002 (7.0) 1300 Visual Studio .NET 2003 (7.1) 1310 Visual Studio 2005 (8.0) 1400 Visual Studio 2008 (9.0) 1500 Visual Studio 2010 (10.0) 1600 Visual Studio 2012 (11.0) 1700 Visual Studio 2013 (12.0) 1800 Visual Studio 2015 (14.0) 1900 Visual Studio 2017 RTW (15.0) 1910 Visual Studio 2017 version 15.3 1911 Visual Studio 2017 version 15.5 1912 Visual Studio 2017 version 15.6 1913 Visual Studio 2017 version 15.7 1914 Visual Studio 2017 version 15.8 1915 Visual Studio 2017 version 15.9 1916 Visual Studio 2019 RTW (16.0) 1920 Visual Studio 2019 version 16.1 1921 Visual Studio 2019 version 16.2 1922 Visual Studio 2019 version 16.3 1923 Visual Studio 2019 version 16.4 1924 Visual Studio 2019 version 16.5 1925 Visual Studio 2019 version 16.6 1926 To test for compiler releases or updates in a given version of Visual Studio or after, use the
>=
operator. You can use it in a conditional directive to compare_MSC_VER
against that known version. If you have several mutually exclusive versions to compare, order your comparisons in descending order of version number. For example, this code checks for compilers released in Visual Studio 2017 and later. Next, it checks for compilers released in or after Visual Studio 2015. Then it checks for all compilers released before Visual Studio 2015:For more information, see Visual C++ Compiler Version in the Microsoft C++ Team Blog.
_MSVC_LANG
Defined as an integer literal that specifies the C++ language standard targeted by the compiler. It's set only in code compiled as C++. The macro is the integer literal value 201402L by default, or when the /std:c++14 compiler option is specified. The macro is set to 201703L if the /std:c++17 compiler option is specified. It's set to a higher, unspecified value when the /std:c++latest option is specified. Otherwise, the macro is undefined. The_MSVC_LANG
macro and /std (Specify Language Standard Version) compiler options are available beginning in Visual Studio 2015 Update 3.__MSVC_RUNTIME_CHECKS
Defined as 1 when one of the /RTC compiler options is set. Otherwise, undefined._MSVC_TRADITIONAL
Defined as 0 when the preprocessor conformance mode /experimental:preprocessor compiler option is set. Defined as 1 by default, or when the /experimental:preprocessor- compiler option is set, to indicate the traditional preprocessor is in use. The_MSVC_TRADITIONAL
macro and /experimental:preprocessor (Enable preprocessor conformance mode) compiler option is available beginning in Visual Studio 2017 version 15.8._MT
Defined as 1 when /MD or /MDd (Multithreaded DLL) or /MT or /MTd (Multithreaded) is specified. Otherwise, undefined._NATIVE_WCHAR_T_DEFINED
Defined as 1 when the /Zc:wchar_t compiler option is set. Otherwise, undefined._OPENMP
Defined as integer literal 200203, if the /openmp (Enable OpenMP 2.0 Support) compiler option is set. This value represents the date of the OpenMP specification implemented by MSVC. Otherwise, undefined._PREFAST_
Defined as 1 when the /analyze compiler option is set. Otherwise, undefined.__TIMESTAMP__
Defined as a string literal that contains the date and time of the last modification of the current source file, in the abbreviated, constant length form returned by the CRT asctime function, for example,Fri 19 Aug 13:32:58 2016
. This macro is always defined._VC_NODEFAULTLIB
Defined as 1 when the /Zl (Omit Default Library Name) compiler option is set. Otherwise, undefined._WCHAR_T_DEFINED
Defined as 1 when the default /Zc:wchar_t compiler option is set. The_WCHAR_T_DEFINED
macro is defined but has no value if the/Zc:wchar_t-
compiler option is set, and wchar_t is defined in a system header file included in your project. Otherwise, undefined._WIN32
Defined as 1 when the compilation target is 32-bit ARM, 64-bit ARM, x86, or x64. Otherwise, undefined._WIN64
Defined as 1 when the compilation target is 64-bit ARM or x64. Otherwise, undefined._WINRT_DLL
Defined as 1 when compiled as C++ and both /ZW (Windows Runtime Compilation) and /LD or /LDd compiler options are set. Otherwise, undefined.
No preprocessor macros that identify the ATL or MFC library version are predefined by the compiler. ATL and MFC library headers define these version macros internally. They're undefined in preprocessor directives made before the required header is included.
_ATL_VER
Defined in <atldef.h> as an integer literal that encodes the ATL version number._MFC_VER
Defined in <afxver_.h> as an integer literal that encodes the MFC version number.
See also
Macros (C/C++)
Preprocessor operators
Preprocessor directives
Summary
- Visual Studio tools for DirectX game programming
If you use Visual Studio Ultimate to develop DirectX apps, there are additional tools available for creating, editing, previewing, and exporting image, model, and shader resources. There are also tools that you can use to convert resources at build time and debug DirectX graphics code.
This topic gives an overview of these graphics tools.
Image Editor
Use the Image Editor to work with the kinds of rich texture and image formats that DirectX uses. The Image Editor supports the following formats.
- .png
- .jpg, .jpeg, .jpe, .jfif
- .dds
- .gif
- .bmp
- .dib
- .tif, .tiff
- .tga
Create build customization files to convert these to .dds files at build time.
For more information, see Working with Textures and Images.
Note The Image Editor is not intended to be a replacement for a full feature image editing app, but is appropriate for many simple viewing and editing scenarios.
Model Editor
You can use the Model Editor to create basic 3D models from scratch, or to view and modify more-complex 3D models from full-featured 3D modeling tools. The Model Editor supports several 3D model formats that are used in DirectX app development. You can create build customization files to convert these to .cmo files at build time.
- .fbx
- .dae
- .obj
Here's a screenshot of a model in the editor with lighting applied.
For more information, see Working with 3-D Models.
Visual C Fp Fast Game Devices
Note The Model Editor is not intended to be a replacement for a full feature model editing app, but is appropriate for many simple viewing and editing scenarios.
Shader Designer
Use the Shader Designer to create custom visual effects for your game or app even if you don't know HLSL programming.
You create a shader visually as a graph. Each node displays a preview of the output up to that operation. Here's an example that applies Lambert lighting with a sphere preview.
Use the Shader Editor to design, edit, and save shaders in the .dgsl format. It also exports the following formats.
- .hlsl (source code)
- .cso (bytecode)
- .h (HLSL bytecode array)
Create build customization files to convert any of these formats to .cso files at build time.
Visual C Fp Fast Game Dev 2017
Here is a portion of HLSL code that is exported by the Shader Editor. This is only the code for the Lambert lighting node.
For more information, see Working with Shaders.
Build customizations for 3D assets
You can add build customizations to your project so that Visual Studio converts resources to usable formats. After that, you can load the assets into your app and use them by creating and filling DirectX resources just like you would in any other DirectX app.
To add a build customization, you right-click on the project in the Solution Explorer and select Build Customizations... You can add the following types of build customizations to your project.
- Image Content Pipeline takes image files as input and outputs DirectDraw Surface (.dds) files.
- Mesh Content Pipeline takes mesh files (such as .fbx) and outputs .cmo mesh files.
- Shader Content Pipeline takes Visual Shader Graph (.dgsl) from the Visual Studio Shader Editor and outputs a Compiled Shader Output (.cso) file.
Visual C Fp Fast Game Dev 2
For more information, see Using 3-D Assets in Your Game or App.
Debugging DirectX graphics
Visual Studio provides graphics-specific debugging tools. Use these tools to debug things like:
- The graphics pipeline.
- The event call stack.
- The object table.
- The device state.
- Shader bugs.
- Uninitialized or incorrect constant buffers and parameters.
- DirectX version compatibility.
- Limited Direct2D support.
- Operating system and SDK requirements.
Learn How To Type Fast Game
For more information, see Debugging DirectX Graphics.