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High SGPR count with empty Compute Shader

Question asked by stinky on Oct 25, 2015
Latest reply on Oct 26, 2015 by pinform



I'm getting a high (94) SGPR count on Iceland/Tonga when compiling an empty compute shader with SM5.0:


void main(){}

Other targets give a more sane SGPR count of 3.

Using GPUPerfStudio


Surely this is a bug? Is there a workaround for now?