On 09/30/2014 02:16 PM, Matt Turner wrote:
> On Tue, Sep 30, 2014 at 2:10 PM, Ian Romanick wrote:
>> On 09/27/2014 12:12 PM, Matt Turner wrote:
>>> The next patch adds an algebraic optimization for the pattern
>>>
>>>sqrt a, b
>>>rcp c, a
>>>
>>> and turns it into
>>>
>>>sqrt a, b
>>>
On Tue, Sep 30, 2014 at 2:10 PM, Ian Romanick wrote:
> On 09/27/2014 12:12 PM, Matt Turner wrote:
>> The next patch adds an algebraic optimization for the pattern
>>
>>sqrt a, b
>>rcp c, a
>>
>> and turns it into
>>
>>sqrt a, b
>>rsq c, b
>>
>> but many vertex shaders do
>>
>>
On 09/27/2014 12:12 PM, Matt Turner wrote:
> The next patch adds an algebraic optimization for the pattern
>
>sqrt a, b
>rcp c, a
>
> and turns it into
>
>sqrt a, b
>rsq c, b
>
> but many vertex shaders do
>
>a = sqrt(b);
>var1 /= a;
>var2 /= a;
>
> which generat
On Sat, Sep 27, 2014 at 12:12 PM, Matt Turner wrote:
> The next patch adds an algebraic optimization for the pattern
>
>sqrt a, b
>rcp c, a
>
> and turns it into
>
>sqrt a, b
>rsq c, b
>
> but many vertex shaders do
>
>a = sqrt(b);
>var1 /= a;
>var2 /= a;
>
> which ge
The next patch adds an algebraic optimization for the pattern
sqrt a, b
rcp c, a
and turns it into
sqrt a, b
rsq c, b
but many vertex shaders do
a = sqrt(b);
var1 /= a;
var2 /= a;
which generates
sqrt a, b
rcp c, a
rcp d, a
If we apply the algebraic optimiz