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<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>
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<th>Summary</th>
<td>[RADV] SPIRV's control flow attributes do not propagate to LLVM
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<th>Product</th>
<td>Mesa
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<th>Version</th>
<td>git
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<th>Hardware</th>
<td>x86-64 (AMD64)
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<th>OS</th>
<td>Linux (All)
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<th>Status</th>
<td>NEW
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<th>Severity</th>
<td>normal
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<th>Priority</th>
<td>medium
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<th>Component</th>
<td>Drivers/Vulkan/radeon
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<th>Assignee</th>
<td>mesa-dev@lists.freedesktop.org
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<th>Reporter</th>
<td>godlike@ancient-ritual.com
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<th>QA Contact</th>
<td>mesa-dev@lists.freedesktop.org
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<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>
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