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glsl: Optimize pow(1.0, X) --> 1.0.
author
Kenneth Graunke
<kenneth@whitecape.org>
Mon, 6 Jan 2014 06:19:42 +0000
(22:19 -0800)
committer
Kenneth Graunke
<kenneth@whitecape.org>
Tue, 7 Jan 2014 20:54:57 +0000
(12:54 -0800)
Surprisingly, this helps one vertex shader in 3DMMES.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
src/glsl/opt_algebraic.cpp
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diff --git
a/src/glsl/opt_algebraic.cpp
b/src/glsl/opt_algebraic.cpp
index 05a5899898555b89d86de1497e079b0b1e4c4a3a..5e885f786483a28191a33f2700d9fd1ae6389a6b 100644
(file)
--- a/
src/glsl/opt_algebraic.cpp
+++ b/
src/glsl/opt_algebraic.cpp
@@
-416,6
+416,12
@@
ir_algebraic_visitor::handle_expression(ir_expression *ir)
}
break;
+ case ir_binop_pow:
+ /* 1^x == 1 */
+ if (is_vec_one(op_const[0]))
+ return op_const[0];
+ break;
+
case ir_unop_rcp:
if (op_expr[0] && op_expr[0]->operation == ir_unop_rcp)
return op_expr[0]->operands[0];