glsl: Optimize lrp(x, 0, a) into x - (x * a).
Helps one program in shader-db: instructions in affected programs: 96 -> 92 (-4.17%) Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -570,6 +570,8 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
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return ir->operands[0];
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} else if (is_vec_zero(op_const[0])) {
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return mul(ir->operands[1], ir->operands[2]);
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} else if (is_vec_zero(op_const[1])) {
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return add(ir->operands[0], neg(mul(ir->operands[0], ir->operands[2])));
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}
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break;
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