Hi,

Getting proper SIN and COS wasn't as easy as it appeared. I had to make
make some changes to the fragment program code.

general FP changes:
- support HHH swizzle for vector instructions.
- don't copy a source to a temp when it is not XYZW swizzled, but
  combine the two and have the swizzle resolve any issues.
  (saves temps/instructions with more elaborate shader code)
- Disable refcounting of temps.
  The temp R0 in progs/fp/tri-cos.c is freed prematurely.
  This should be resolved properly.
- fix overflow in cnstv[].


SIN & COS:
they are based on:
        http://www.devmaster.net/forums/showthread.php?t=5784

There is an fast and a slow(high precision) version of SIN & COS.

For SIN:
fast = 2 vector instructions
slow = 5 vector instructions

For COS:
fast = 5 vector instructions + 2 scaler instructions
slow = 8 vector instructions + 2 scaler instructions

The fast version appears to do a fine enough job, at least with the
simple test I have made.


Rune Petersen

-------------------------------------------------------------------------
Using Tomcat but need to do more? Need to support web services, security?
Get stuff done quickly with pre-integrated technology to make your job easier.
Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo
http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642
--
_______________________________________________
Dri-devel mailing list
Dri-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/dri-devel

Reply via email to