Giovanni Mascellani (@giomasce) commented about tests/hlsl/inverse-trig.shader_test:
+[pixel shader] +uniform float4 a;
+float4 main() : sv_target +{
- // Add 10 to avoid epsilon problems near 0
- // Note that this means -8.5odd means -pi/2
- return float4(asin(a.x), acos(a.y), 0.0, 0) + 10.0;
+}
+[test] +uniform 0 float4 -1.0 -1.0 -1.0 0.0 +draw quad +probe all rgba (8.429203673, 13.141592654, 10.0, 10.0) 256
Are you sure you need this amount of tolerance, once you use the coefficients and formulae from the native compiler?