Created
December 17, 2012 17:21
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OpenGL ES Fast sin/cos functions. Double the speed of native on Raspberry Pi / Videocore IV
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// Language is OpenGL ES, but gist.github.com doesn't know that language | |
// | |
// Approximation is based on multiply/accumulate, because thats the only | |
// thing Videocore can do quickly! | |
precision highp float; | |
float sinf(float x) | |
{ | |
x*=0.159155; | |
x-=floor(x); | |
float xx=x*x; | |
float y=-6.87897; | |
y=y*xx+33.7755; | |
y=y*xx-72.5257; | |
y=y*xx+80.5874; | |
y=y*xx-41.2408; | |
y=y*xx+6.28077; | |
return x*y; | |
} | |
float cosf(float x) | |
{ | |
return sinf(x+1.5708); | |
} | |
vec3 z() | |
{ | |
return vec3(0.); | |
} | |
// | |
// There is no speed advantage in vectorising the following. | |
// Maybe the compiler figures out the vectorisation itself? | |
// | |
vec2 sinf(vec2 x) | |
{ | |
return vec2(sinf(x.x),sinf(x.y)); | |
} | |
vec2 cosf(vec2 x) | |
{ | |
return vec2(cosf(x.x),cosf(x.y)); | |
} | |
vec3 sinf(vec3 x) | |
{ | |
return vec3(sinf(x.x),sinf(x.y),sinf(x.z)); | |
} | |
vec3 cosf(vec3 x) | |
{ | |
return vec3(cosf(x.x),cosf(x.y),cosf(x.z)); | |
} | |
vec4 sinf(vec4 x) | |
{ | |
return vec4(sinf(x.x),sinf(x.y),sinf(x.z),sinf(x.w)); | |
} | |
vec4 cosf(vec4 x) | |
{ | |
return vec4(cosf(x.x),cosf(x.y),cosf(x.z),cosf(x.w)); | |
} |
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Runs my shader 10% slower in Vukan over just sin or cos.