glsl: Optimize pow(1.0, X) --> 1.0.
Surprisingly, this helps one vertex shader in 3DMMES. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@@ -416,6 +416,12 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
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}
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break;
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case ir_binop_pow:
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/* 1^x == 1 */
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if (is_vec_one(op_const[0]))
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return op_const[0];
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break;
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case ir_unop_rcp:
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if (op_expr[0] && op_expr[0]->operation == ir_unop_rcp)
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return op_expr[0]->operands[0];
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