Matteo Bruni (@Mystral) commented about dlls/d3d10/effect.c:
retval[i] = cos(args[0][i]);
}
+static void pres_asin(float **args, unsigned int n, const struct preshader_instr *instr) +{
- float *retval = args[1];
- unsigned int i;
- for (i = 0; i < instr->comp_count; ++i)
retval[i] = asin(args[0][i]);
Should this use asinf() instead? Same question for the others.
Specifically, I wonder if a test would show some strong "hint" towards the float or the double version for native d3d10.