[Mesa-dev] [PATCH 1/3] glsl: Optimize lrp(0, y, a) into y * a.

Matt Turner mattst88 at gmail.com
Mon Feb 24 15:00:44 PST 2014


Helps two programs in shader-db:

instructions in affected programs:     254 -> 234 (-7.87%)
---
 src/glsl/opt_algebraic.cpp | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/src/glsl/opt_algebraic.cpp b/src/glsl/opt_algebraic.cpp
index 1b4d319..28f95a4 100644
--- a/src/glsl/opt_algebraic.cpp
+++ b/src/glsl/opt_algebraic.cpp
@@ -568,6 +568,8 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
          return ir->operands[1];
       } else if (ir->operands[0]->equals(ir->operands[1])) {
          return ir->operands[0];
+      } else if (is_vec_zero(op_const[0])) {
+         return mul(ir->operands[1], ir->operands[2]);
       }
       break;
 
-- 
1.8.3.2



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