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@d7samurai
d7samurai / .readme.md
Last active August 17, 2025 16:07
Minimal D3D11 bonus material: simple 2D rendering

Minimal D3D11 bonus material: simple 2D rendering

image

Plain 2D rendering in D3D11, without the distracting feature set of a complete sprite renderer and allowing arbitrarily placed triangle vertices with absolute pixel coordinate positioning (there's really no need for the sometimes confusing complication of a full-on projection matrix pipeline for UI and 2D games). Like the original Minimal D3D11, this one uses a canonical 1:1 TRIANGLELIST vertex buffer with input layout, so no fancy manual custom buffer fetching and in-shader in

@gingerBill
gingerBill / dumb_handle_map.odin
Last active January 8, 2026 23:19
Handle-based Map
package dumb_handle_map
// NOTE: ONLY TO SHOW WHAT A GENERATION IS DOING
// BUT DOES NO INSERTION WHATSOEVER
Handle_Map :: struct($T: typeid) {
entries: [dynamic]Entry(T),
}
Entry :: struct($T: typeid) {
@harold-b
harold-b / odin.py
Last active December 19, 2025 04:05
Modified version of Laytan's Odin LLDB collection visualizer to support chunked arrays for large dat asets
import lldb
import math
import logging
log = logging.getLogger(__name__)
def is_slice_type(t, internal_dict):
return (t.name.startswith("[]") or t.name.startswith("[dynamic]")) and not t.name.endswith(']')
def slice_summary(value, internal_dict):
@d7samurai
d7samurai / .readme.md
Last active December 13, 2025 22:52
Minimal D3D11 sprite renderer NEO

sponsored by SuperNeo copy 4

Minimal D3D11 sprite renderer NEO

Ultra-compact sprite rendering code with example frame animation logic. This release contains tech bits from the upcoming SuperNeo™ 2D game engine and includes anchor/pivot point, rotation, color filtering, alpha blending and built-in antialiased point sampling. As usual: complete, runnable single-function app. ~150 LOC. No modern C++, OOP or (other) obscuring cruft.

Minimal D3D11 sprite renderer NEO 1337

Sprites are rendered back-to-front (AKA "painter's algorithm") in the order they are submitted, as one draw call. The provided setup employs a single texture atlas containing all the sprite graphics.

The renderer is "im

@mmozeiko
mmozeiko / _miniperf_readme.md
Last active February 6, 2026 05:43
get PMU counter values with ETW, perf or kperf

MiniPerf

Example of how to capture CPU counters with ETW on Windows, perf on Linux or kperf on Apple.

Using ETW needs somewhat recently updated Windows 10 or 11. Not sure about exact version.

Currently tested on:

  • etw on Qualcomm Snapdragon X Elite, Windows 11, arm64
  • etw on AMD Zen 3, Windows 11 (with virtualization enabled in BIOS)
@mmozeiko
mmozeiko / upng.h
Last active October 8, 2024 03:47
uncompressed png writer & reader
#pragma once
// uncompressed png writer & reader
// supports only 8-bit and 16-bit formats
// Performance comparison for 8192x8192 BGRA8 image (256MB)
// Compiled with "clang -O2", AVX2 requires extra "-mavx2" or "/arch:AVX2" argument
//
// For libpng (compressed) uses default libpng/zlib compression settings
// For libpng (uncompressed) case following two functions are used:
@d7samurai
d7samurai / .readme.md
Last active February 2, 2026 23:23
Minimal D3D11 bonus material: pixel art antialiasing

Minimal D3D11 bonus material: pixel art antialiasing

A minimal Direct3D 11 implementation of "antialiased point sampling", useful for smooth fractional movement and non-integer scaling of pixel art AKA "fat pixel" aesthetics.

Also view below side-by-side point sampling comparison on YouTube (video is zoomed in to counter implicit downsampling & compression artifacts and make aa effect more apparent) or check out the original Shadertoy.

skull

The actual sampler is set to bilinear filtering (the default D3D11 sampler state) in order to utilize single texture-read hardware interpolation, then emulating point sampling in the shader and applying AA at the fat pixel boundaries. Use with premultiplied alpha textures* and keep a one pixel transparent border around

@d7samurai
d7samurai / .readme.md
Last active March 18, 2026 03:14
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

Other gists in this series: