Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Component-wise sin(theta) and cos(theta) for theta in radians.
| sincos[_sat] destSIN[.mask], destCOS[.mask], [-]src0[_abs][.swizzle] |
|---|
| Item | Description |
|---|---|
| destSIN |
[in] The address of sin(src0), computed per component. |
| destCOS |
[in] The address of cos(src0), computed per component. |
| src0 |
[in] The components for which to compute sin and cos. |
Remarks
If the result is not needed, you can specify destSIN and destCOS as NULL instead of specifying a register.
Theta values can be any IEEE 32-bit floating point values.
The maximum absolute error is 0.0008 in the interval from -100*Pi to +100*Pi.
The following table shows the results obtained when executing the instruction with various classes of numbers.
F means finite-real number.
| src | -inf | -F | -denorm | -0 | +0 | +denorm | +F | +inf | NaN |
|---|---|---|---|---|---|---|---|---|---|
| destSIN | NaN | [-1 to +1] | -0 | -0 | +0 | +0 | [-1 to +1] | NaN | NaN |
| destCOS | NaN | [-1 to +1] | +1 | +1 | +1 | +1 | [-1 to +1] | NaN | NaN |
This instruction applies to the following shader stages:
| Vertex Shader | Geometry Shader | Pixel Shader |
|---|---|---|
| x | x | x |
Minimum Shader Model
This function is supported in the following shader models.
| Shader Model | Supported |
|---|---|
| Shader Model 5 | yes |
| Shader Model 4.1 | yes |
| Shader Model 4 | yes |
| Shader Model 3 (DirectX HLSL) | no |
| Shader Model 2 (DirectX HLSL) | no |
| Shader Model 1 (DirectX HLSL) | no |