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template <class _Ty>
_NODISCARD /* constexpr */ _Ty _Common_lerp(const _Ty _ArgA, const _Ty _ArgB, const _Ty _ArgT) noexcept {
// on a line intersecting {(0.0, _ArgA), (1.0, _ArgB)}, return the Y value for X == _ArgT
const int _Finite_mask = (int{isfinite(_ArgA)} << 2) | (int{isfinite(_ArgB)} << 1) | int{isfinite(_ArgT)};
if (_Finite_mask == 0b111) {
// 99% case, put it first; this block comes from P0811R3
if ((_ArgA <= 0 && _ArgB >= 0) || (_ArgA >= 0 && _ArgB <= 0)) {
// exact, monotonic, bounded, determinate, and (for _ArgA == _ArgB == 0) consistent:
return _ArgT * _ArgB + (1 - _ArgT) * _ArgA;
@gingerBill
gingerBill / freetype.odin
Created October 15, 2019 19:35
FreeType Odin
package freetype
import "core:c"
when ODIN_OS == "windows" {
foreign import freetype "freetype291.lib";
}
when ODIN_OS == "darwin" do foreign import freetype {
"macos/libfreetype.a",
}
@native-m
native-m / async_diffgpu.cpp
Created July 9, 2019 19:24
Performing async task in different GPU using DirectX 11
#include <Windows.h>
#include <d3d11.h>
#include <iostream>
#include <vector>
#include <thread>
#include <mutex>
#include <d3dcompiler.h>
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d11.lib")
@willscott
willscott / Makefile
Created June 11, 2019 14:39
Wasm source map compilation
.PHONY: all
all: rot13.wasm
%.wasm.full: %.c
clang $< -g -o $@
%.wasm.dwarf: %.wasm.full
llvm-dwarfdump $< > $@
%.wasm: %.wasm.full %.wasm.dwarf
@superzazu
superzazu / sdl2_sinewave.c
Created May 29, 2019 07:24
Playing a sine wave with the SDL2
#include <stdio.h>
#include <SDL.h>
int main(void) {
SDL_Init(SDL_INIT_AUDIO);
// the representation of our audio device in SDL:
SDL_AudioDeviceID audio_device;
// opening an audio device:
@CoryBloyd
CoryBloyd / SDLblit.cpp
Last active May 14, 2026 00:40
Minimal code to set up a window in SDL and blit from CPU RAM to the window
// This work (SDLblit.cpp, by Cory Bloyd) is free of known copyright restrictions.
// https://creativecommons.org/publicdomain/zero/1.0/
#include <SDL.h>
inline uint32_t argb(uint8_t a, uint8_t r, uint8_t g, uint8_t b) { return (a<<24) | (r << 16) | (g << 8) | (b << 0); }
int main(int argc, char *argv[]) {
SDL_Init(SDL_INIT_VIDEO);
SDL_Rect screenRect = { 0,0,1024,1024 };
#pragma once
#if defined(_WIN32)
# include <Windows.h>
#elif defined(__APPLE__) || defined(LINUX)
# include <sys/mman.h>
#endif
#include <optional>
#include "result.hpp"
@d7samurai
d7samurai / .readme.md
Last active May 2, 2026 08:25
Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++ / OOP or (other) obscuring cruft. View on YouTube

hollowcube

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@andrewrk
andrewrk / microsoft_craziness.h
Created September 1, 2018 14:35
jonathan blow's c++ code for finding msvc
//
// Author: Jonathan Blow
// Version: 1
// Date: 31 August, 2018
//
// This code is released under the MIT license, which you can find at
//
// https://opensource.org/licenses/MIT
//
//
@mmozeiko
mmozeiko / dwrite.cpp
Created July 25, 2018 17:36
DirectWrite without D2D
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <dwrite.h>
#include <intrin.h>
#pragma comment (lib, "gdi32.lib")
#pragma comment (lib, "user32.lib")
#pragma comment (lib, "dwrite.lib")
#define CHECK(x) do { if (!(x)) __debugbreak(); } while (0)