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DECLARE_IGC_REGKEY(DWORD, ShaderFusionThrehold, 1000, "If there are less shaders than this, don't spend time checking duplicates", false)
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DECLARE_IGC_REGKEY(bool, DisableRTAliasAnalysis, false, "Disable Raytracing Alias Analysis", false)
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DECLARE_IGC_REGKEY(bool, DisableExamineRayFlag, false, "Don't do IPO to see if we can fold control flow given knowledge of possible rayflag values", false)
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DECLARE_IGC_REGKEY(bool, DisableSpillReorder, true, "Disables reordering of spills to try to minmize spills in a loop", false)
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DECLARE_IGC_REGKEY(bool, DisableSpillReorder, false, "Disables reordering of spills to try to minmize spills in a loop", false)
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DECLARE_IGC_REGKEY(bool, DisablePromoteContinuation, false, "BTD-able continuations in the raygen may be moved to the shader identifier", false)
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DECLARE_IGC_REGKEY(bool, EnableStackIDReleaseScheduling, false, "Schedule Stack ID Release messages prior to the end of the shader", false)
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DECLARE_IGC_REGKEY(bool, DisableRTMemDSE, false, "Analyze stores to SWStack, etc. that aren't read before Stack ID Release", false)
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DECLARE_IGC_REGKEY(bool, DisableRTFenceElision, false, "Disable optimization to remove unneeded fences", false)
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DECLARE_IGC_REGKEY(bool, DisableDPSE, false, "Disable Dead PayloadStore Elimination.", true)
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DECLARE_IGC_REGKEY(bool, EnableRTDispatchAlongY, false, "Dispatch Compute Walker along Y first", true)
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DECLARE_IGC_REGKEY(bool, EnablePredicatedStackIDRelease, false, "Emit a single stack ID release at the end of the shader", true)
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DECLARE_IGC_REGKEY(bool, EnableCrossFillRemat, false, "Rematerialize values if they use already spilled values", true)
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DECLARE_IGC_REGKEY(bool, DisableCrossFillRemat, false, "Rematerialize values if they use already spilled values", true)
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DECLARE_IGC_GROUP("VectorCompiler Options")
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DECLARE_IGC_REGKEY(bool, DisableEuFusion, false, "Require disable of EU fusion", true)
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