Did you know about the compiler optimization that PREVENTS moving the stack pointer for a leaf function?
I certainly didn't and was confused reading the generated x86 assembly.
C++ deep dive on my YouTube channel 🫡
Ever wonder how C++ stack frames get created and destroyed? Or how %rbp and %rsp work?
I go over the details by stepping through some x86 assembly in LLDB.
C++ tutorial is on my YouTube channel 🫡
C++ WebGPU Shader Engine (part 19)
Here's a demo which stitches frames together using FFmpeg. Each image was auto captured during a hot reload.
Please excuse the 2 FPS, that is by design. The goal is to have a tool that can show the iterative process of shader development!
C++ WebGPU Shader Engine (part 18)
Implemented a feature to capture images whenever I hot reload a WGSL shader!
The goal is to use FFmpeg to stitch these images into a video. This reduces the number of times I need to open screen capture to record.
C++ WebGPU Shader Game Engine (part 17)
Spent the last 2 days cleaning up tech debt created from mindlessly copy pasting AI generated code.
The project is finally at a good pausing point! Here's one final demo (for now).
C++ WebGPU Shader Game Engine (part 13)
Couldn't stop myself from adding more features.
Using the node editor seemed a bit excessive so I implemented a simpler way to add and customize post processing effects.