Giovanni Mascellani (@giomasce) commented about tests/hlsl/inverse-trig.shader_test:
+uniform 0 float4 0.5 0.0 0.0 0.0 +todo draw quad +probe all rgba (1.04715133, 0.0, 0.0, 0.0) 256 + +uniform 0 float4 1.0 0.0 0.0 0.0 +todo draw quad +probe all rgba (0.0, 0.0, 0.0, 0.0) 128 + +[pixel shader todo] +uniform float4 a; + +float4 main() : sv_target +{ + float4 result = float4(asin(a.x), 0.0, 0.0, 0.0); + // Quantize to cover implementation variations. + return round(result * 20000.0); Why do you use two different approaches for sine (just setting the ULP tolerance) and cosine (quantizing and handling differently SM1-5 and SM6)? Not that I have a big problem with it, mostly curious.
-- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/602#note_60170