glsl: Optimize 1/exp(x) into exp(-x).
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>
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@@ -747,6 +747,12 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
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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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if (op_expr[0] && (op_expr[0]->operation == ir_unop_exp2 ||
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op_expr[0]->operation == ir_unop_exp)) {
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return new(mem_ctx) ir_expression(op_expr[0]->operation, ir->type,
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neg(op_expr[0]->operands[0]));
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}
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/* While ir_to_mesa.cpp will lower sqrt(x) to rcp(rsq(x)), it does so at
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* its IR level, so we can always apply this transformation.
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*/
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