On Wednesday, 19 October 2016 at 09:34:39 UTC, Manu wrote:
I dunno how it could have not been considered, since it was the exact example I've given every time, and the exact case that motivated my first (and many subsequent) posts on this forum back when we still worked at Krome.. all this time later I *still* just wanna call functions in games
engines that receive a vector or matrix ;)

Well, it could very well have been the specifics as we laid it out that weren't considered, ie avoiding temporary variables that we never use again; and taking by const reference to avoid copying the struct to the stack (whether just created or already previously stored on the stack etc).

Win64 also has the __vectorcall calling convention, but that doesn't help in cases where you pass in several matrices as inputs for example. And it's not portable to other viable gaming platforms.

https://msdn.microsoft.com/en-us/library/dn375768.aspx

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