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Vyacheslav S. S-V

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@rmitton
rmitton / function.cpp
Last active February 29, 2020 19:22
Tiny std::function implementation
/* EDIT:
* For future reference, this code doesn't work right so don't use it.
* (but probably could be fixed with some care and attention)
*/
// Tiny std::function workalike, to allow storing lambdas with captures. (public domain)
template <typename> struct fnptr;
template <typename Ret, typename... Args> struct fnptr<Ret(Args...)> {
void *obj = nullptr;
Ret (*wrap)(void*, Args...) = nullptr;
@odzhan
odzhan / kitty.c
Created December 7, 2019 08:56
KITTY Compression Algorithm
//
// KITTY compression algorithm, by snowcat
// converted to C, by odzhan
// 2019-12-07
//
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <time.h>
@binaryfoundry
binaryfoundry / ShaderLabPBR.shader
Last active March 12, 2025 08:46
Unity PBR Shader Example
Shader "CustomPBRShader"
{
Properties
{
[NoScaleOffset] _Albedo("Albedo", Color) = (1.0, 1.0, 1.0, 1.0)
[NoScaleOffset] _Metalness("Conductivity", Range(0.0, 1.0)) = 0.0
[NoScaleOffset] _Roughness("Roughness", Range(0.0, 1.0)) = 0.0
[NoScaleOffset][HDR] _RadianceMap("RadianceMap", CUBE) = "" {}
[NoScaleOffset][HDR] _IrradianceMap("IrradianceMap", CUBE) = "" {}
}
@cmf028
cmf028 / aabb_transform.comp
Last active May 24, 2025 15:06
Optimized matrix transforms of an AABB to an AABB
// The MIT License (MIT)
// Copyright (c) 2018 cmf028
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH
@sebbbi
sebbbi / SinglePassMipPyramid.hlsl
Last active May 7, 2025 16:00
Single pass globallycoherent mip pyramid generation
// NOTE: Must bind 8x single mip RWTexture views, because HLSL doesn't have .mips member for RWTexture2D. (SRVs only have .mips member)
// NOTE: globallycoherent attribute is needed. Without it writes aren't guaranteed to be seen by other groups
globallycoherent RWTexture2D<float> MipTextures[8];
RWTexture2D<uint> Counters[8];
groupshared uint CounterReturnLDS;
[numthreads(16, 16, 1)]
void GenerateMipPyramid(uint3 Tid : SV_DispatchThreadID, uint3 Group : SV_GroupId, uint Gix : SV_GroupIndex)
{
[unroll]

Core Coding Standard

Coding practices are a source of a lot of arguments among programmers. Coding standards, to some degree, help us to put certain questions to bed and resolve stylistic debates. No coding standard makes everyone happy. (And even their existence is sure to make some unhappy.) What follows are the standards we put together on the Core team, which have become the general coding standard for all programming teams on new code development. We’ve tried to balance the need for creating a common, recognizable and readable code base with not unduly burdening the programmer with minor code formatting concerns.

Table Of Contents

@phire
phire / pixel_ubershader.glsl
Created July 30, 2017 08:48
Dolphin Ubershaders
#version 430
#define FORCE_EARLY_Z layout(early_fragment_tests) in
#extension GL_ARB_shading_language_420pack : enable
#define ATTRIBUTE_LOCATION(x)
#define FRAGMENT_OUTPUT_LOCATION(x)
#define FRAGMENT_OUTPUT_LOCATION_INDEXED(x, y)
#define UBO_BINDING(packing, x) layout(packing, binding = x)