glsl: Optimize pow(1.0, X) --> 1.0.
authorKenneth Graunke <kenneth@whitecape.org>
Mon, 6 Jan 2014 06:19:42 +0000 (22:19 -0800)
committerKenneth Graunke <kenneth@whitecape.org>
Tue, 7 Jan 2014 20:54:57 +0000 (12:54 -0800)
commitd6c1d66d3a74e25435b5ebcde208e8049b669120
tree88007dfa70d208e86651000976387a5192510cac
parent05fbb021a6329add4b37c876c0621c1dcc3d4ef9
glsl: Optimize pow(1.0, X) --> 1.0.

Surprisingly, this helps one vertex shader in 3DMMES.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
src/glsl/opt_algebraic.cpp