Roland Scheidegger wrote:
>>> Rune Petersen
>>>
>> Ok commited.
> 
> I didn't look too closely at this but I've a couple of comments.
> - COS looks too complicated & broken. If you'd want to get 2 with a
> LOG2, you'd need 0.25 as source. But even using RCP instead, that's 5
> instructions before performing the sine, for something you can easily do
> in two, using another constant (just 1 add + 1 cmp needed, if you use
> the right constants for the add). Maybe it's not that bad though, I
> don't know how many rgb and a slots it will actually consume, but still,
> are constant slots that rare?
> Second, you'd really need to do range reduction of the input, otherwise
> results will be very wrong for inputs outside [-pi, pi]. This would be
> true for taylor approximation too, of course, unless you do an infinite
> series :-). You wouldn't need to do that for SCS.

Oh, and forgot to mention, you probably really want to use the higher
precision variant by default. 12% max relative error (and even absolute
it's still 6%) will likely be visible in some cases depending what the
shader is doing. Even the enhanced version seems to miss opengl
conformance (accurate to "about 1 part in 10^5") by roughly a factor of
10, which stretches the meaning of "about" a bit probably already.
You could also rely on the precision hint for fragment programs to
switch to the faster version instead of a dri conf option (note though
the spec explicitly states implementations are discouraged even in this
case to perform optimizations which could have significant impact on the
output).

Roland

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