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Sebastian Aaltonen sebbbi

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@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 / 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 / ConeTraceAnalytic.txt
Created August 27, 2018 07:02
Cone trace analytic solution
Spherical cap cone analytic solution is a 1d problem, since the cone cap sphere slides along the ray. The intersection point to empty space sphere is always on the ray.
S : radius of cone cap sphere at t=1
r(d) : cone cap sphere radius at distance d
r(d) = d*S
p = distance of current SDF sample
SDF(p) = sdf function result at location p
x = distance after conservative step
@sebbbi
sebbbi / SinglePassMipPyramid.hlsl
Last active January 12, 2024 07:16
Single pass globallycoherent mip pyramid generation
// NOTE: Must bind 8x single mip RWTexture views, because HLSL doesn't have .mips member for RWTexture2D. (SRVs only have .mips member)
// NOTE: globallycoherent attribute is needed. Without it writes aren't guaranteed to be seen by other groups
globallycoherent RWTexture2D<float> MipTextures[8];
RWTexture2D<uint> Counters[8];
groupshared uint CounterReturnLDS;
[numthreads(16, 16, 1)]
void GenerateMipPyramid(uint3 Tid : SV_DispatchThreadID, uint3 Group : SV_GroupId, uint Gix : SV_GroupIndex)
{
[unroll]
@sebbbi
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 / 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