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<b><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#c3">Comment # 3</a>
on <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">bug 108841</a>
from <span class="vcard"><a class="email" href="mailto:t_arceri@yahoo.com.au" title="Timothy Arceri <t_arceri@yahoo.com.au>"> <span class="fn">Timothy Arceri</span></a>
</span></b>
<pre>(In reply to Alex Smith from <a href="show_bug.cgi?id=108841#c1">comment #1</a>)
<span class="quote">> I'd also like to see these implemented. AMDVLK supports them and we've had
> several cases where we've been able to get significant performance
> improvements on complex shaders with that driver by manually forcing some
> loops to be unrolled or not unrolled.</span >
Are you able to provide examples of the games you uses these masks in? I'd like
to be able to confirm if the same setting provide a boost/regression in RADV vs
not supporting them.</pre>
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