Giovanni Mascellani (@giomasce) commented about tests/hlsl/inverse-trig.shader_test:
+[pixel shader todo] +uniform float4 a;
+float4 main() : sv_target +{
- return float4(acos(a.x), 0.0, 0.0, 0.0);
+}
+[test] +uniform 0 float4 -1.0 0.0 0.0 0.0 +todo draw quad +probe all rgba (3.14159274, 0.0, 0.0, 0.0) 128
+uniform 0 float4 -0.5 0.0 0.0 0.0 +todo draw quad +probe all rgba (2.094441441, 0.0, 0.0, 0.0) 128
Could you raise this to 256, so it works on my NVIDIA laptop too?