% TPF does not define instructions for inverse trig; these intrinsics are % decomposed into other instructions. FXC emits code which may vary wrt other % implementations. DXIL defines intrinsics for inverse trig, to be implemented % by the backend. [pixel shader] uniform float4 a; float4 main() : sv_target { return float4(acos(a.x), 0.0, 0.0, 0.0); } [test] uniform 0 float4 -1.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba (3.14159274, 0.0, 0.0, 0.0) 128 uniform 0 float4 -0.5 0.0 0.0 0.0 draw quad probe (0, 0) rgba (2.094441441, 0.0, 0.0, 0.0) 256 uniform 0 float4 0.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba (1.57072878, 0.0, 0.0, 0.0) 1024 uniform 0 float4 0.5 0.0 0.0 0.0 draw quad probe (0, 0) rgba (1.04715133, 0.0, 0.0, 0.0) 512 uniform 0 float4 1.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 128 [pixel shader] uniform float4 a; float4 main() : sv_target { float4 result = float4(asin(a.x), 0.0, 0.0, 0.0); // Quantize to cover implementation variations, which are quite large for asin(). return round(result * 20000.0); } [test] uniform 0 float4 -1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-31416.0, 0.0, 0.0, 0.0) [require] shader model < 6.0 [test] uniform 0 float4 -0.5 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-10473.0, 0.0, 0.0, 0.0) uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 0.0, 0.0, 0.0) uniform 0 float4 0.5 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (10473.0, 0.0, 0.0, 0.0) [require] shader model >= 6.0 % We implement SM 6.0 inverse trig instructions using the native equivalents % available in the backend. The values below are from the AMD Windows drivers, % which are very close to those from Ubuntu's calculator app. Results from % RADV are a bit lower than these, hence the large max ulp difference. [test] uniform 0 float4 -0.5 0.0 0.0 0.0 draw quad probe (0, 0) rgba (-10472.0, 0.0, 0.0, 0.0) 4096 uniform 0 float4 0.0 0.0 0.0 0.0 draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) uniform 0 float4 0.5 0.0 0.0 0.0 draw quad probe (0, 0) rgba (10472.0, 0.0, 0.0, 0.0) 4096 [require] % reset requirements [test] uniform 0 float4 1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (31416.0, 0.0, 0.0, 0.0) [pixel shader] uniform float4 a; float4 main() : sv_target { return float4(atan(a.x), 0.0, 0.0, 0.0); } [test] uniform 0 float4 -1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-0.785409629, 0.0, 0.0, 0.0) 512 uniform 0 float4 -0.5 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-0.4636476, 0.0, 0.0, 0.0) 256 uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256 uniform 0 float4 0.5 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.4636476, 0.0, 0.0, 0.0) 256 uniform 0 float4 1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.785409629, 0.0, 0.0, 0.0) 512 [pixel shader] uniform float4 a; float4 main() : sv_target { // The argument order is (y,x), and test case inputs are (y,x) also. return float4(atan2(a.x, a.y), 0.0, 0.0, 0.0); } [test] % Non-degenerate cases uniform 0 float4 1.0 1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.785385, 0.0, 0.0, 0.0) 512 uniform 0 float4 5.0 -5.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (2.356194, 0.0, 0.0, 0.0) 256 uniform 0 float4 -3.0 -3.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-2.356194, 0.0, 0.0, 0.0) 256 uniform 0 float4 1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256 uniform 0 float4 -1.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-1.570796, 0.0, 0.0, 0.0) 256 uniform 0 float4 0.0 1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256 uniform 0 float4 0.0 -1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256 % Degenerate cases uniform 0 float4 0.00001 0.00002 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (0.463647, 0.0, 0.0, 0.0) 256 uniform 0 float4 0.00001 -0.00002 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (2.677945, 0.0, 0.0, 0.0) 256 uniform 0 float4 -0.00001 100000.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048 uniform 0 float4 10000000.0 0.00000001 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256 % Negative zero behavior should be to treat it the % same as normal zero. uniform 0 float4 1000000000.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256 uniform 0 float4 1000000000.0 -0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256 uniform 0 float4 0.0 -1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256 uniform 0 float4 -0.0 -1.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256