> Also, I the case of "asynchronous shaders" it's a command list dispatching feature, which is equally applicable to CUDA/ROCm and compute shaders.
Async compute affects how you have to synchronize your code, and what your hazards are. If you have a queue of items, you know when one starts that the other is done. With async compute, you can give up that guarantee in exchange for overlapping work. NVIDIA still doesn't have this in modern GPUs.
See this slide deck about it: https://developer.download.nvidia.com/CUDA/training/StreamsA...
(for the implementation in Fermi, it's even more flexible since then)
Edit: Maybe I should be more precise with my language. Using CUDA streams, you can queue up and execute multiple kernels (basically commands?) in parallel. Kernels invoked on the same stream are serialized. I have no idea what the exact analog is in the compute shader world.
Nvidia hardware won't dispatch multiple kernels simultaneously, all of the streams stuff you're seeing is hints to the user space driver in how it orders the work in it's single hardware command queue.
I thought this allowed kernels to run in parallel if both kernels could fit in the open resources. It doesn't have a priority system, and I'm guessing isn't smart enough to reorder kernels to fit together better. Further Googling to be sure that they mean parallel AND concurrent didn't turn up much, but Nvidia does appear to mean both.
The GPU is able to run up to 128 kernels in parallel on modern NVIDIA GPUs, concurrently.
Also, I the case of "asynchronous shaders" it's a command list dispatching feature, which is equally applicable to CUDA/ROCm and compute shaders.