Lots of shaders divide by exp2(...) which we turn into a multiplication
by the reciprocal. We can avoid the reciprocal by simply negating exp2's
argument.
total instructions in shared programs:
5947154 ->
5946695 (-0.01%)
instructions in affected programs: 118661 -> 118202 (-0.39%)
helped: 380
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
if (op_expr[0] && op_expr[0]->operation == ir_unop_rcp)
return op_expr[0]->operands[0];
+ if (op_expr[0] && (op_expr[0]->operation == ir_unop_exp2 ||
+ op_expr[0]->operation == ir_unop_exp)) {
+ return new(mem_ctx) ir_expression(op_expr[0]->operation, ir->type,
+ neg(op_expr[0]->operands[0]));
+ }
+
/* While ir_to_mesa.cpp will lower sqrt(x) to rcp(rsq(x)), it does so at
* its IR level, so we can always apply this transformation.
*/