Eric Anholt 10d5d2d527 vc4: Fix sin(0.0) and cos(0.0) accuracy to fix SDL rendering rotation.
SDL has some shaders that compute sin(angle) and cos(angle) for a rotation
matrix in the VS, and angle is usually 0.0.  Our previous implementation
had quite a bit of error around 0.0, causing single-pixel rotations at
typical window sizes.  SDL2 has changed as of August 28th (commit
12156:e5a666405750) to not need sin/cos in the VS, but we should still fix
this for existing implementations or similar patterns that other programs
may have.

glsl-cos goes from 32 instructions to 36, but 9 uniforms to 7.
glsl-sin goes from 32 instructions to 34, but 8 uniforms to 7.

This seems like a fine impact to have for the bugfix.

Cc: 18.1 18.2 <mesa-stable@lists.freedesktop.org>
Fixes: https://github.com/anholt/mesa/issues/110
2018-09-21 17:16:43 -07:00
2018-09-21 14:33:13 -05:00
2018-08-16 13:53:10 -07:00
2017-09-06 17:48:50 +01:00
2018-09-11 14:27:58 +01:00
2018-08-16 13:52:56 -07:00
2018-08-02 18:00:15 +03:00

`Mesa <https://mesa3d.org>`_ - The 3D Graphics Library
======================================================


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------

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