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      <base href="https://bugs.freedesktop.org/">
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [RADV] SPIRV's control flow attributes do not propagate to LLVM"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=108841">108841</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>[RADV] SPIRV's control flow attributes do not propagate to LLVM
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>git
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>x86-64 (AMD64)
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>Linux (All)
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Drivers/Vulkan/radeon
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>godlike@ancient-ritual.com
          </td>
        </tr>

        <tr>
          <th>QA Contact</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr></table>
      <p>
        <div>
        <pre>Hi,

SPIR-V already supports control flow attributes (see SpvLoopControlMask and
SpvSelectionControlMask).

There is the GL_EXT_control_flow_attributes extension that exposes those in
GLSL and glslang already implements it. glslang's also implements them in its
HLSL backend.

When I use those attributes in a project of mine I observe some nice reduction
in VGPR usage on AMDVLK. In RADV though I see no difference.

I greped in mesa for those parameters and I didn't find any code using them.

Is it possible to add support?

Apart from my selfish reasons for asking this, I'd like to mention that DX11
games running through wine/proton/DXVK layers would probably make use of them
since HLSL supported those for quite some time already.

Thanks.</pre>
        </div>
      </p>


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