# sincos - ps

Computes sine and cosine, in radians.

## Syntax

### ps_2_0 and ps_2_x

sincos dst.{x|y|xy}, src0.{x|y|z|w}, src1, src2

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 Registers (c#). The values of src1 and src2 must be that of the macros D3DSINCOSCONST1 and D3DSINCOSCONST2 respectively.

### ps_3_0

sincos dst.{x|y|xy}, src0.{x|y|z|w}

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

Pixel shader versions 1_1 1_2 1_3 1_4 2_0 2_x 2_sw 3_0 3_sw
sincos x x x x x

### ps_2_0 and ps_2_x

For ps_2_0 and ps_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 ps_2_0 and ps_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
``````

### ps_3_0

For ps_3_0, sincos can be used with predication without any restriction. See Predicate Register.

For ps_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
``````