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
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