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Sebastian Aaltonen sebbbi

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sebbbi / BDF2_integrate_HLSL.txt
Last active March 28, 2018 19:28
BDF2 integrator in HLSL
void BFD2(inout ParticleSimulationData Particle, float3 Accel)
{
float3 x = Particle.Position;
float3 v = Particle.Velocity;
float3 x1 = Particle.PositionPrev;
float3 v1 = Particle.VelocityPrev;
Particle.Position = (4.0/3.0) * x - (1.0/3.0) * x1 + 1.0 * ((8.0/9.0) * v - (2.0/9.0) * v1 + (4.0/9.0) * TimeStep2 * Accel);
Particle.PositionPrev = x;
@sebbbi
sebbbi / PerfTestNewOutput.txt
Created November 10, 2018 14:18
Improved PerfTest output. Compare to RGBA8. 30 frame warm-up + 30 frame benchmark. No printf spam to ensure GPU bound case.
PerfTest
To select adapter, use: PerfTest.exe [ADAPTER_INDEX]
Adapters found:
0: Radeon (TM) RX 480 Graphics
1: Intel(R) HD Graphics 530
2: Microsoft Basic Render Driver
Using adapter 0
Running 30 warm-up frames and 30 benchmark frames:
@sebbbi
sebbbi / PerfTestResult6700K.txt
Created November 10, 2018 14:42
PerfTestResult6700K.txt
PerfTest
To select adapter, use: PerfTest.exe [ADAPTER_INDEX]
Adapters found:
0: Radeon (TM) RX 480 Graphics
1: Intel(R) HD Graphics 530
2: Microsoft Basic Render Driver
Using adapter 1
Running 5 warm-up frames and 5 benchmark frames:
@sebbbi
sebbbi / PerfTestRX480.txt
Created November 10, 2018 12:56
PerfTest new constant buffer and structured buffer test cases
PerfTest results on RX480
NEW: Added constant buffer and structured buffer test cases.
Buffer<R8>.Load uniform: 0.367ms
Buffer<R8>.Load linear: 0.374ms
Buffer<R8>.Load random: 1.431ms
Buffer<RG8>.Load uniform: 1.608ms
Buffer<RG8>.Load linear: 1.624ms
Buffer<RG8>.Load random: 1.608ms
Buffer<RGBA8>.Load uniform: 1.430ms
@sebbbi
sebbbi / FramentShaderWaveCoherency.txt
Last active November 28, 2018 15:51
FramentShaderWaveCoherency test shader (Vulkan 1.1)
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_KHR_shader_subgroup_basic : enable
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_KHR_shader_subgroup_vote : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
layout(location = 0) out vec4 outColor;
//#define VISUALIZE_WAVES
@sebbbi
sebbbi / BadCode.txt
Last active December 23, 2018 18:06
Let's improve this
int i13;
i13 = 0;
for (;i13<3;)
{
int i14;
i14 = 0;
for (;i14<3;)
{
uvec3 v15;
v15.x = 0u;
@sebbbi
sebbbi / fast_spheres.txt
Created February 18, 2018 19:31
Fast way to render lots of spheres
Setup:
1. Index buffer containing N quads (each 2 triangles), where N is the max amount of spheres. Repeating pattern of {0,1,2,1,3,2} + K*4.
2. No vertex buffer.
Render N*2 triangles, where N is the number of spheres you have.
Vertex shader:
1. Sphere index = N/4 (N = SV_VertexId)
2. Quad coord: Q = float2(N%2, (N%4)/2) * 2.0 - 1.0
3. Transform sphere center -> pos
@sebbbi
sebbbi / 5600x.txt
Last active November 9, 2020 09:39
5600X vs 3700X
Source: https://www.anandtech.com/show/16214/amd-zen-3-ryzen-deep-dive-review-5950x-5900x-5800x-and-5700x-tested
Format:
TestName (lower = better): 3700X -> 5600X (performance difference)
Less than 1% difference = tie
Office and Science
Agisoft Photoscan (lower = better): 2377 -> 2133 (+11.4%)
GIMP (lower = better): 20.72 -> 17.15 (+20.8%)
3D particle movement non-AVX: 2768->2452 (-11.4%)
@sebbbi
sebbbi / leroy.txt
Last active January 1, 2021 14:29
Leroy investigation
Parry:
b2 mid+high:
3 frame startup and can interrupt many (non-NC) strings.
1 or 2 followup = 30 damage
Against slow recovery moves can launch with b3 or uf4.
3+4 (Hermit stance) low:
3 frame startup and can interrupt many (non-NC) strings. Hermit string transitions parry dick jab even at -9.
4,1+2 followup = 56 damage
@sebbbi
sebbbi / asuka.txt
Last active January 8, 2021 12:50
Asuka investigation
Top moves (close):
1,2,4/3: 10 high, -2 block, followups: mid(-8 push),mid(-12 push), low(-11 / 0 hit)
1+2: i16 mid, -9 block, launch
df1,2/4: i13 mid,high/mid, -3 block, followups: high(-1), mid(-12)
df2: i15 mid, -6 block, launch (no crouch)
d1+2: i20 low, -18 block, high crush, 36 damage minicombo (d2, f2)
d3+4: i14 low,high, -6 block (push), low crush, CH launch
db1,2: i14 mid,high, -9 block, high crush, followup CH launch
db2: i20 mid, -11 block, high cruch, launch
b2,1,4/4/1+2,4: i15 mid, -4 block, followups: mid,low/high (-7,-6 push), low(-11), high,mid (-9,-13)