glsl: Optimize lrp(0, y, a) into y * a.
authorMatt Turner <mattst88@gmail.com>
Mon, 24 Feb 2014 23:00:44 +0000 (15:00 -0800)
committerMatt Turner <mattst88@gmail.com>
Fri, 28 Feb 2014 18:36:06 +0000 (10:36 -0800)
commitecc6c3d4ab31c6cd848bce02790000c165a02229
tree3732755c567d6cb332280fe0f7f29391b67b096c
parent43dee0295e5da42425f1a3b6a3b3108173f4b676
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>
src/glsl/opt_algebraic.cpp