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Dynamic Register Allocation on AMD's RDNA 4 GPU Architecture
Modern GPUs often make a difficult tradeoff between occupancy (active thread count) and register count available to each thread.
Even if code that needs a lot of registers only accounts for a small part of execution time, that high VGPR allocation will limit active thread count for the duration of the workload. Regular vector register allocation that happens at each thread launch would already solve the problem AMD faces with all-in-one raytracing shaders. At a higher level, features like dynamic VGPR allocation paint a picture where AMD’s GPU efforts are progressing at a brisk pace.
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