I ask because I’ve seen posts from NVIDIA support saying that divergence is still very expensive and I’ve also seen benchmarks that force divergence in each warp by evenly splitting the warp, and the benchmarks result in 2x runtime when that happens vs. when the control-flow is dynamically uniform.
One thing to keep in mind is that even if you were to dynamically reform-warps, there’s still a potential expense because you then lose the advantage of doing things like accessing adjacent elements of data in adjacent threads. You’re bound to now have more bank conflicts, fewer memory accesses being coalesced, etc. Perhaps they do actually do this warp re-formation, but that itself does have this additional cost.
Here's evidence (not proof) that Nvidia would remove the hard limit of warp divergence (or perhaps more "precisely", *a warp is always synchronous across its 32 threads with divergence"): https://developer.nvidia.com/blog/cooperative-groups/
I don't think it's misleading to talk about a "CUDA core" as a warp-wide processor, although it seems that Nvidia doubles the number (at least for gaming GPUs), presumably because of having both FP and INT pathways.
If you’re talking about FP32 rates, they double it because of FMA (floating-point multiply-accumulate). Everyone does that.
But I stand corrected — Volta and up have multiple PCs per warp.