Roland Scheidegger wrote:
> 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.

The mess of trying to get 2 from RCP was a brain fart on my part.
And since I forgot the range reduction, I'll add PI*0.5 and then do the
range reduction. And this time I will need a constant more (r300 has 16).
> 
> 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).

it helps to have the numbers. when making these decisions.

Thank you for your feedback.


Rune Petersen

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