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GitHub Copilot Instructions

These instructions define how GitHub Copilot should assist with this project. The goal is to ensure consistent, high-quality code generation aligned with our conventions, stack, and best practices.

Context

  • Project Type: Graphics Library / DirectX / Direct3D 11 / Game Audio
  • Project Name: DirectX Tool Kit for DirectX 11
  • Language: C++
  • Framework / Libraries: STL / CMake / CTest
  • Architecture: Modular / RAII / OOP

Getting Started

  • See the tutorial at Getting Started.
  • The recommended way to integrate DirectX Tool Kit for DirectX 11 into your project is by using the vcpkg Package Manager. See d3d11game_vcpkg for a template which uses VCPKG.
  • You can make use of the nuget.org packages directxtk_desktop_win10 or directxtk_uwp.
  • You can also use the library source code directly in your project or as a git submodule.

General Guidelines

  • Code Style: The project uses an .editorconfig file to enforce coding standards. Follow the rules defined in .editorconfig for indentation, line endings, and other formatting. Additional information can be found on the wiki at Implementation. The library's public API requires C++11, and the project builds with C++17 (CMAKE_CXX_STANDARD 17). The command-line tools also use C++17, including <filesystem> for long file path support. This code is designed to build with Visual Studio 2022, Visual Studio 2026, clang for Windows v12 or later, or MinGW 12.2.

Notable .editorconfig rules: C/C++ files use 4-space indentation, crlf line endings, and latin1 charset — avoid non-ASCII characters in source files. HLSL files have separate indent/spacing rules defined in .editorconfig.

  • Documentation: The project provides documentation in the form of wiki pages available at Documentation.
  • Error Handling: Use C++ exceptions for error handling and uses RAII smart pointers to ensure resources are properly managed. For some functions that return HRESULT error codes, they are marked noexcept, use std::nothrow for memory allocation, and should not throw exceptions.
  • Testing: Unit tests for this project are implemented in this repository Test Suite and can be run using CTest per the instructions at Test Documentation.
  • Security: This project uses secure coding practices from the Microsoft Secure Coding Guidelines, and is subject to the SECURITY.md file in the root of the repository. Functions that read input from image file, geometry files, and audio files are subject to OneFuzz fuzz testing to ensure they are secure against malformed files.
  • Dependencies: The project uses CMake and VCPKG for managing dependencies, making optional use of DirectXMath, GameInput, and XAudio2Redist. The project can be built without these dependencies, relying on the Windows SDK for core functionality.
  • Continuous Integration: This project implements GitHub Actions for continuous integration, ensuring that all code changes are tested and validated before merging. This includes building the project for a number of configurations and toolsets, running a subset of unit tests, and static code analysis including GitHub super-linter, CodeQL, and MSVC Code Analysis.
  • Code of Conduct: The project adheres to the Microsoft Open Source Code of Conduct. All contributors are expected to follow this code of conduct in all interactions related to the project.

File Structure

.azuredevops/   # Azure DevOps pipeline configuration and policy files.
.github/        # GitHub Actions workflow files and linter configuration files.
.nuget/         # NuGet package configuration files.
build/          # Miscellaneous build files and scripts, including OneFuzzConfig.json.
Audio/          # DirectX Tool Kit for Audio implementation files.
Inc/            # Public header files.
Src/            # Implementation header and source files.
  Shaders/      # HLSL shader files.
MakeSpriteFont/ # C# CLI tool for capturing sprite fonts.
XWBTool/        # C++ CLI tool for creating XACT-style wave banks.
Tests/          # Tests are designed to be cloned from a separate repository at this location.
wiki/           # Local clone of the GitHub wiki documentation repository.

Patterns

Patterns to Follow

  • Use RAII for all resource ownership (memory, file handles, etc.).
  • Many classes utilize the pImpl idiom to hide implementation details, and to enable optimized memory alignment in the implementation.
  • Use std::unique_ptr for exclusive ownership and std::shared_ptr for shared ownership.
  • Use Microsoft::WRL::ComPtr for COM object management.
  • Make use of anonymous namespaces to limit scope of functions and variables.
  • Make use of assert for debugging checks, but be sure to validate input parameters in release builds.
  • Make use of the DebugTrace helper to log diagnostic messages, particularly at the point of throwing an exception.
  • Explicitly = delete copy constructors and copy-assignment operators on all classes that use the pImpl idiom.
  • Explicitly utilize = default or =delete for copy constructors, assignment operators, move constructors and move-assignment operators where appropriate.
  • Use 16-byte alignment (_aligned_malloc / _aligned_free) to support SIMD operations in the implementation, but do not expose this requirement in public APIs.
  • All implementation .cpp files include pch.h as their first include (precompiled header). MinGW builds skip precompiled headers.
  • Model and related classes require RTTI (/GR on MSVC, __GXX_RTTI on GCC/Clang). The CMake build enables /GR automatically; do not disable RTTI when using Model.

Inline Namespace

All public headers that contain types shared with the DirectX 12 version of the DirectX Tool Kit use inline namespace DX11 inside namespace DirectX. This provides link-unique names (e.g. DirectX::DX11::SpriteBatch) without requiring explicit DX11 qualification in client code. When adding new public types that also exist in DirectXTK12, place them inside this inline namespace.

SAL Annotations

All public API functions must use SAL annotations on every parameter. Use _Use_decl_annotations_ at the top of each implementation that has SAL in the header declaration — never repeat the annotations in the .cpp or .inl file.

Common annotations:

Annotation Meaning
_In_ Input parameter
_Out_ Output parameter
_Inout_ Bidirectional parameter
_In_reads_bytes_(n) Input buffer with byte count
_In_reads_(n) Input array with element count
_In_z_ Null-terminated input string
_In_opt_ Optional input parameter (may be null)
_Out_opt_ Optional output parameter
_COM_Outptr_ Output COM interface

Example:

// Header (BufferHelpers.h)
DIRECTX_TOOLKIT_API
    HRESULT __cdecl CreateStaticBuffer(
        _In_ ID3D11Device* device,
        _In_reads_bytes_(count* stride) const void* ptr,
        size_t count,
        size_t stride,
        unsigned int bindFlags,
        _COM_Outptr_ ID3D11Buffer** pBuffer) noexcept;

// Implementation (.cpp)
_Use_decl_annotations_
HRESULT DirectX::CreateStaticBuffer(
    ID3D11Device* device,
    const void* ptr,
    size_t count,
    size_t stride,
    unsigned int bindFlags,
    ID3D11Buffer** pBuffer) noexcept
{ ... }

Calling Convention and DLL Export

  • All public functions use __cdecl explicitly for ABI stability.
  • All public function declarations are prefixed with DIRECTX_TOOLKIT_API, which wraps __declspec(dllexport) / __declspec(dllimport) or the GCC __attribute__ equivalent when using BUILD_SHARED_LIBS in CMake.

noexcept Rules

  • All query and utility functions that cannot fail are marked noexcept.
  • All HRESULT-returning I/O and processing functions are also noexcept — errors are communicated via return code, never via exceptions.
  • Constructors and functions that perform heap allocation or utilize Standard C++ containers that may throw are marked noexcept(false).

Enum Flags Pattern

Flags enums follow this pattern — a uint32_t-based unscoped enum with a _DEFAULT = 0x0 base case, followed by a call to DEFINE_ENUM_FLAG_OPERATORS to enable |, &, and ~ operators:

  enum DDS_LOADER_FLAGS : uint32_t
  {
      DDS_LOADER_DEFAULT = 0,
      DDS_LOADER_FORCE_SRGB = 0x1,
      DDS_LOADER_IGNORE_SRGB = 0x2,
      DDS_LOADER_IGNORE_MIPS = 0x20,
  };

DEFINE_ENUM_FLAG_OPERATORS(DDS_LOADER_FLAGS);

See this blog post for more information on this pattern.

Patterns to Avoid

  • Don’t use raw pointers for ownership.
  • Avoid macros for constants—prefer constexpr or inline const.
  • Don’t put implementation logic in header files unless using templates, although the SimpleMath library does use an .inl file for performance.
  • Avoid using using namespace in header files to prevent polluting the global namespace.

Naming Conventions

Element Convention Example
Classes / structs PascalCase VertexPosition
Public functions PascalCase + __cdecl ComputeDisplayArea
Private data members m_ prefix m_count
Enum type names UPPER_SNAKE_CASE DDS_LOADER_FLAGS
Enum values UPPER_SNAKE_CASE DDS_LOADER_DEFAULT
Files PascalCase ScreenGrab.h, SpriteEffect.fx

File Header Convention

Every source file (.cpp, .h, .hlsl, .fx, etc.) must begin with this block:

//-------------------------------------------------------------------------------------
// File: {FileName}
//
// {One-line description}
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// https://go.microsoft.com/fwlink/?LinkId=248929
//-------------------------------------------------------------------------------------

Section separators within files use:

  • Major sections: //-------------------------------------------------------------------------------------
  • Subsections: //---------------------------------------------------------------------------------

The project does not use Doxygen. API documentation is maintained exclusively on the GitHub wiki.

HLSL Shader Compilation

Shaders in Src/Shaders/ are compiled with FXC, producing embedded C++ header files (.inc):

  • Use CompileShaders.cmd in Src/Shaders/ to regenerate the .inc files.
  • The CMake option USE_PREBUILT_SHADERS=ON skips shader compilation and uses pre-built .inc files; requires COMPILED_SHADERS variable to be set.

References

No speculation

When creating documentation:

Document Only What Exists

  • Only document features, patterns, and decisions that are explicitly present in the source code.
  • Only include configurations and requirements that are clearly specified.
  • Do not make assumptions about implementation details.

Handle Missing Information

  • Ask the user questions to gather missing information.
  • Document gaps in current implementation or specifications.
  • List open questions that need to be addressed.

Source Material

  • Always cite the specific source file and line numbers for documented features.
  • Link directly to relevant source code when possible.
  • Indicate when information comes from requirements vs. implementation.

Verification Process

  • Review each documented item against source code whenever related to the task.
  • Remove any speculative content.
  • Ensure all documentation is verifiable against the current state of the codebase.

Cross-platform Support Notes

  • The code targets Win32 desktop applications for Windows 8.1 or later, Xbox One, Xbox Series X|S, and Universal Windows Platform (UWP) apps for Windows 10 and Windows 11.
  • Portability and conformance of the code is validated by building with Visual C++, clang/LLVM for Windows, and MinGW.
  • For Xbox development, the project provides MSBuild solutions for GDK (DirectXTK_GDK_2022.sln) and GDK with Xbox Extensions (DirectXTK_GDKW_2022.sln). The CMake build supports Xbox via the XBOX_CONSOLE_TARGET variable (scarlett or xboxone).
  • The project ships MSBuild projects for Visual Studio 2022 (.sln / .vcxproj) and Visual Studio 2026 (.slnx / .vcxproj). VS 2019 projects have been retired.

Platform and Compiler #ifdef Guards

Use these established guards — do not invent new ones:

Guard Purpose
_WIN32 Windows platform (desktop, UWP, Xbox)
_GAMING_XBOX Xbox platform (GDK — covers both Xbox One and Xbox Series X|S)
_GAMING_XBOX_SCARLETT Xbox Series X|S (GDK with Xbox Extensions)
_GAMING_XBOX_XBOXONE Xbox One (GDK with Xbox Extensions)
_XBOX_ONE && _TITLE Xbox One XDK (legacy)
_MSC_VER MSVC-specific (and MSVC-like clang-cl) pragmas and warning suppression
__clang__ Clang/LLVM diagnostic suppressions
__GNUC__ MinGW/GCC DLL attribute equivalents
_M_ARM64 / _M_X64 / _M_IX86 Architecture-specific code paths for MSVC (#ifdef)
_M_ARM64EC ARM64EC ABI (ARM64 code with x64 interop) for MSVC
__aarch64__ / __x86_64__ / __i386__ Additional architecture-specific symbols for MinGW/GNUC (#if)
USING_GAMEINPUT GameInput API for GamePad, Keyboard, Mouse
USING_WINDOWS_GAMING_INPUT Windows.Gaming.Input API for GamePad
USING_XINPUT XInput API for GamePad, Keyboard, Mouse
USING_COREWINDOW CoreWindow-based input (UWP) for Keyboard, Mouse

_M_ARM/ __arm__ is legacy 32-bit ARM which is deprecated.

Code Review Instructions

When reviewing code, focus on the following aspects:

  • Adherence to coding standards defined in .editorconfig and on the wiki.
  • Make coding recommendations based on the C++ Core Guidelines.
  • Proper use of RAII and smart pointers.
  • Correct error handling practices and C++ Exception safety.
  • Clarity and maintainability of the code.
  • Adequate comments where necessary.
  • Public interfaces are located in Inc\*.h should be clearly defined and documented on the GitHub wiki.
  • Compliance with the project's architecture and design patterns.
  • Ensure that all public functions and classes are covered by unit tests located on GitHub where applicable. Report any gaps in test coverage.
  • Check for performance implications, especially in geometry processing algorithms.
  • Provide brutally honest feedback on code quality, design, and potential improvements as needed.

Documentation Review Instructions

When reviewing documentation, do the following:

  • Read the code located in this git repository in the main branch.
  • Review the public interface defined in the Inc folder.
  • Read the documentation on the wiki located in this git repository.
  • Report any specific gaps in the documentation compared to the public interface.