# sincos (sm4 - asm)

Component-wise sin(theta) and cos(theta) for theta in radians.

sincos[_sat] destSIN[.mask], destCOS[.mask], [-]src0[_abs][.swizzle] |
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Item | Description |
---|---|

[in] The address of sin( | |

[in] The address of cos( | |

[in] The components for which to compute sin and cos. |

## Remarks

If the result is not needed, you can specify * destSIN* and *destCOS* as NULL instead of specifying a register.

Theta values can be any IEEE 32-bit floating point values.

The maximum absolute error is 0.0008 in the interval from -100*Pi to +100*Pi.

The following table shows the results obtained when executing the instruction with various classes of numbers.

F means finite-real number.

src | -inf | -F | -denorm | -0 | +0 | +denorm | +F | +inf | NaN |

destSIN | NaN | [-1 to +1] | -0 | -0 | +0 | +0 | [-1 to +1] | NaN | NaN |

destCOS | NaN | [-1 to +1] | +1 | +1 | +1 | +1 | [-1 to +1] | NaN | NaN |

This instruction applies to the following shader stages:

Vertex Shader | Geometry Shader | Pixel Shader |
---|---|---|

x | x | x |

## Minimum Shader Model

This function is supported in the following shader models.

Shader Model | Supported |
---|---|

Shader Model 5 | yes |

Shader Model 4.1 | yes |

Shader Model 4 | yes |

Shader Model 3 (DirectX HLSL) | no |

Shader Model 2 (DirectX HLSL) | no |

Shader Model 1 (DirectX HLSL) | no |

## Related topics

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