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author | Matt Turner <[email protected]> | 2015-02-10 12:31:37 -0800 |
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committer | Matt Turner <[email protected]> | 2015-02-10 17:48:44 -0800 |
commit | ea0f0eb6c0a8b20bcce50c63170df94892a51142 (patch) | |
tree | bc45fafd47f685fdc1774b671f27a196dbade54f /docs | |
parent | a9065cef4879509c3dc96a5195f785647576f409 (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]>
Diffstat (limited to 'docs')
0 files changed, 0 insertions, 0 deletions