sincos - vs
Computes sine and cosine, in radians.
Syntax
vs_2_0 and vs_2_x
sincos dst.{x|y|xy}, src0.{x|y|z|w}, src1, src2 |
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Where:
- dst is the destination register and has to be a Temporary Register (r#). The destination register must have exactly one of the following three masks: .x | .y | .xy.
- src0 is a source register that provides the input angle, which must be within [-pi, +pi]. {x|y|z|w} is the required replicate swizzle.
- src1 and src2 are source registers and must be two different Constant Float Register (c#). The values of src1 and src2 must be that of the macros D3DSINCOSCONST1 and D3DSINCOSCONST2 respectively.
vs_3_0
sincos dst.{x|y|xy}, src0.{x|y|z|w} |
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Where:
- dst is a destination register and has to be a Temporary Register (r#). The destination register must have exactly one of the following three masks: .x | .y | .xy.
- src0 is a source register that provides the input angle, which must be within [-pi, +pi]. {x|y|z|w} is the required replicate swizzle.
Remarks
Vertex shader versions | 1_1 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|
sincos | x | x | x | x | x |
vs_2_0 and vs_2_x Remarks
For vs_2_0 and vs_2_x, sincos can be used with predication, but with one restriction to the swizzle of the Predicate Register (p0): only replicate swizzle (.x | .y | .z | .w) is allowed.
For vs_2_0 and vs_2_x, the instruction operates as follows: (V = the scalar value from src0 with a replicate swizzle):
If the write mask is .x:
dest.x = cos( V ) dest.y is undefined when the instruction completes dest.z is undefined when the instruction completes dest.w is not touched by the instruction
If the write mask is .y:
dest.x is undefined when the instruction completes dest.y = sin( V ) dest.z is undefined when the instruction completes dest.w is not touched by the instruction
If the write mask is .xy:
dest.x = cos( V ) dest.y = sin( V ) dest.z is undefined when the instruction completes dest.w is not touched by the instruction
vs_3_0 Remarks
For vs_3_0, sincos can be used with predication without any restriction. See Predicate Register.
For vs_3_0, the instruction operates as follows: (V = the scalar value from src0 with a replicate swizzle)
If the write mask is .x:
dest.x = cos( V ) dest.y is not touched by the instruction dest.z is not touched by the instruction dest.w is not touched by the instruction
If the write mask is .y:
dest.x is not touched by the instruction dest.y = sin( V ) dest.z is not touched by the instruction dest.w is not touched by the instruction
If the write mask is .xy:
dest.x = cos( V ) dest.y = sin( V ) dest.z is not touched by the instruction dest.w is not touched by the instruction
The application can map an arbitrary angle (in radians) to the range [-pi, +pi] using the following shader pseudocode:
def c0, pi, 0.5, 2*pi, 1/(2*pi)
mad r0.x, input_angle, c0.w, c0.y
frc r0.x, r0.x
mad r0.x, r0.x, c0.z, -c0.x
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