Here's the thing though. This isn't an issue on DX11 for example.
Problems like these are exactly the stuff that higher level, industry standard APIs for 3d graphics were made to solve. Having to provide individual support and patches for individual GPUs and CPUs is the mess that we got away from due to DX etc.
And if this continues to be a problem then why develop for mantle in the first place if (without future patches) your mantle implementation as a developer will only offer good performance for current GPUs, and not future ones? Why would I now develop a mantle game if it can't without patching for each new GPU offer good performance for anything but Tahiti, Bonaire, Hawaii etc.?
Well said, key point highlighted.