glsl: Optimize pow(2, x) --> exp2(x).
On Haswell, POW takes 24 cycles, while EXP2 only takes 14. Plus, using POW requires putting 2.0 in a register, while EXP2 doesn't. I believe that EXP2 will be faster than POW on basically all GPUs, so it makes sense to optimize it. Looking at the savage2 subset of shader-db: total instructions in shared programs: 113225 -> 113179 (-0.04%) instructions in affected programs: 2139 -> 2093 (-2.15%) instances of 'math pow': 795 -> 749 (-6.14%) instances of 'math exp': 389 -> 435 (11.8%) Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@ -87,6 +87,12 @@ is_vec_one(ir_constant *ir)
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return (ir == NULL) ? false : ir->is_one();
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}
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static inline bool
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is_vec_two(ir_constant *ir)
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{
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return (ir == NULL) ? false : ir->is_value(2.0, 2);
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}
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static inline bool
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is_vec_negative_one(ir_constant *ir)
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{
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@ -420,6 +426,11 @@ ir_algebraic_visitor::handle_expression(ir_expression *ir)
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/* 1^x == 1 */
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if (is_vec_one(op_const[0]))
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return op_const[0];
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/* pow(2,x) == exp2(x) */
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if (is_vec_two(op_const[0]))
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return expr(ir_unop_exp2, ir->operands[1]);
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break;
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case ir_unop_rcp:
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