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@myusuf3
myusuf3 / delete_git_submodule.md
Created November 3, 2014 17:36
How effectively delete a git submodule.

To remove a submodule you need to:

  • Delete the relevant section from the .gitmodules file.
  • Stage the .gitmodules changes git add .gitmodules
  • Delete the relevant section from .git/config.
  • Run git rm --cached path_to_submodule (no trailing slash).
  • Run rm -rf .git/modules/path_to_submodule (no trailing slash).
  • Commit git commit -m "Removed submodule "
  • Delete the now untracked submodule files rm -rf path_to_submodule
# Simulator for depth comparison error (i.e. z-fighting)
# Nathan Reed, June 2015
# Written for Python 3.4; requires numpy
import math
import numpy as np
import optparse
# Parse command-line options
parser = optparse.OptionParser()
@9prady9
9prady9 / cpuinfo.cpp
Created September 15, 2015 18:32
Sample code to extract cpu information using CPUID instruction
#include <algorithm>
#include <iostream>
#include <string>
#ifdef _WIN32
#include <limits.h>
#include <intrin.h>
typedef unsigned __int32 uint32_t;
#else
#include <stdint.h>
@bkaradzic
bkaradzic / orthodoxc++.md
Last active October 18, 2025 01:37
Orthodox C++

Orthodox C++

This article is also available here

What is Orthodox C++?

Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.

@kosua20
kosua20 / gist:0c506b81b3812ac900048059d2383126
Created March 18, 2017 18:35
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
/*============================================================================
NVIDIA FXAA 3.11 by TIMOTHY LOTTES
------------------------------------------------------------------------------
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
------------------------------------------------------------------------------
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
@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 / FastUniformLoadWithWaveOps.txt
Last active October 4, 2025 22:21
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)]