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In real GPUs, individual threads can branch to different PCs, causing branch divergence where a group of threads threads initially being processed together has to split out into separate execution.
It's simpler than that: the execution continues for both branches and a mask per thread controls if you store the computed value of that thread or not.
The text was updated successfully, but these errors were encountered:
It's simpler than that: the execution continues for both branches and a mask per thread controls if you store the computed value of that thread or not.
The text was updated successfully, but these errors were encountered: