glsl: Optimize lrp(0, y, a) into y * a.

Helps two programs in shader-db:

instructions in affected programs:     254 -> 234 (-7.87%)

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Matt Turner
2014-02-24 15:00:44 -08:00
parent 43dee0295e
commit ecc6c3d4ab
+2
View File
@@ -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;