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Intel's
sin(x)is very inaccurate for|x| ≈ π/2, which leads to issues such as #4861.This is an attempt to work around the problem by implementing a custom sin/cos implementation using a Taylor approximation within a range of
[-π/4,π/4], and doing some magic to map the rest of the curve to that interval. Precision is good enough to meet D3D11 requirements and should fix Thumper, but this is expected to be quite slow.On systems with good sin/cos, keep using the corresponding SPIR-V instructions.
Needs testing across a reasonably wide range of games including D3D11, this changes code gen in all shaders that use
sincosinstructions even if the workaround is not used.