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Emma Anholt authored
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
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