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authorMatt Turner <[email protected]>2015-02-10 12:31:37 -0800
committerMatt Turner <[email protected]>2015-02-10 17:48:44 -0800
commitea0f0eb6c0a8b20bcce50c63170df94892a51142 (patch)
treebc45fafd47f685fdc1774b671f27a196dbade54f /docs
parenta9065cef4879509c3dc96a5195f785647576f409 (diff)
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 <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
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