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@sebbbi
sebbbi / FastUniformLoadWithWaveOps.txt
Last active April 26, 2025 10:27
Fast uniform load with wave ops (up to 64x speedup)
In shader programming, you often run into a problem where you want to iterate an array in memory over all pixels in a compute shader
group (tile). Tiled deferred lighting is the most common case. 8x8 tile loops over a light list culled for that tile.
Simplified HLSL code looks like this:
Buffer<float4> lightDatas;
Texture2D<uint2> lightStartCounts;
RWTexture2D<float4> output;
[numthreads(8, 8, 1)]
@baldurk
baldurk / sourceindex.md
Last active January 25, 2025 19:00
Source indexing for github projects

Symbol Servers

I'm assuming you are familiar with symbol servers - you might not have one set up yourself for your own projects, but you probably use Microsoft's public symbol server for downloading symbols for system DLLs.

For your own projects it might be useful to set up a symbol server - I won't go into how you do that here since it's well documented elsewhere, but basically you just set up a folder somewhere - say X:\symbols\ or \servername\symbols or even http://servername.foo/symbols/ which has a defined tree structure:

symbols/
symbols/mymodule.pdb/
symbols/mymodule.pdb/123456789012345678901234567890122/