Skip to content

Instantly share code, notes, and snippets.

@wiseConst
wiseConst / morton_code.h
Created May 27, 2025 10:57 — forked from PolarNick239/morton_code.h
96-bit 3D Morton code (Z-curve)
#pragma once
#include <limits>
#include <cassert>
#include <stdexcept>
#define MORTON_CODE_MAX_LEVEL 32
#define UINT8 unsigned char
#define UINT32 unsigned int
@wiseConst
wiseConst / aabb_transform.comp
Created May 24, 2025 15:06 — forked from cmf028/aabb_transform.comp
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
// cofactor matrix. drop-in replacement for the traditional transpose(inverse(m)) normal matrix calculation.
// this is a substantial performance improvement.
// short form found via shadertoy: https://www.shadertoy.com/view/3s33z
mat3 cofactor(mat4 m) {
return mat3(
cross(m[1].xyz, m[2].xyz),
cross(m[2].xyz, m[0].xyz),
cross(m[0].xyz, m[1].xyz)
);
}
@wiseConst
wiseConst / projection.hpp
Created April 9, 2025 07:57 — forked from pezcode/projection.hpp
Reversed Z + infinite far plane projection matrices with GLM
// these matrices are for left-handed coordinate systems, with depth mapped to [1;0]
// the derivation for other matrices is analogous
// to get a perspective matrix with reversed z, simply swap the near and far plane
glm::mat4 perspectiveFovReverseZLH_ZO(float fov, float width, float height, float zNear, float zFar) {
return glm::perspectiveFovLH_ZO(fov, width, height, zFar, zNear);
};
// now let zFar go towards infinity
glm::mat4 infinitePerspectiveFovReverseZLH_ZO(float fov, float width, float height, float zNear) {
@wiseConst
wiseConst / gpr.md
Created April 9, 2025 07:55 — forked from pyoneerC/gpr.md
List of free resources to study graphics programming.
@wiseConst
wiseConst / sphere_screen_extents.h
Created April 3, 2025 14:20 — forked from JarkkoPFC/sphere_screen_extents.h
Calculates view space 3D sphere extents on the screen
struct vec3f {float x, y, z;};
struct vec4f {float x, y, z, w;};
struct mat44f {vec4f x, y, z, w;};
//============================================================================
// sphere_screen_extents
//============================================================================
// Calculates the exact screen extents xyzw=[left, bottom, right, top] in
// normalized screen coordinates [-1, 1] for a sphere in view space. For
// performance, the projection matrix (v2p) is assumed to be setup so that
@wiseConst
wiseConst / bounds-frag.glsl
Created April 3, 2025 14:19 — forked from zeux/bounds-frag.glsl
Shader code used in "Approximate projected bounds" article, used for profiling with offline cycle estimation tools.
#version 450
// 2D Polyhedral Bounds of a Clipped, Perspective-Projected 3D Sphere. Michael Mara, Morgan McGuire. 2013
bool projectSphereView(vec3 c, float r, float znear, float P00, float P11, out vec4 aabb)
{
if (c.z < r + znear) return false;
vec3 cr = c * r;
float czr2 = c.z * c.z - r * r;
@wiseConst
wiseConst / JetBrainsTrial.bat
Created April 3, 2025 06:33 — forked from MrPaXe/JetBrainsTrial.bat
Infinite Jetbrains Resharper trial
:: This bat file can be used to renew Resharper C# and Resharper C++ every time it runs out
:: It most likely works for all Jetbrains tools, however, I did not test this.
:: I was not able to find the original author for the reg key and the folders that needs to be deleted so if that is you feel free to reach out for credit
@echo off
setlocal enableDelayedExpansion
:confirm
echo Did you stop all Jetbrains services?
echo Jetbrains toolbox AND any other tool using it such as Rider, Visual Studio, ...
# 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()

What is "Work Expansion"

In a gpu-driven renderer "work expansion" is a commonly occuring problem. "Work Expansion" means that a single item of work spawns N following work items. Typically one work item will be executed by one shader thread/invocation.

An example for work expansion is gpu driven meshlet culling following mesh culling. In this example a "work item" is culling a mesh, where each mesh cull work item spawns N following meshlet cull work items.

There are many diverse cases of this problem and many solutions. Some are trivial to solve, for example, when N (how many work items are spawned) is fixed.