According to a former Apple graphics enginer, a closer description to their "dynamic caching" technology would be dynamic 'deallocation' which allows them to release unified/flexible on-chip memory during runtime depending on whichever path of execution or branch is taking place within a shader. This does not help them increase occupancy since their hardware is unable to issue more waves opportunistically ...
Based on AMD's slides about their dynamic register allocation technology, their hardware can have variable occupancy during during mid-shader execution but there's no mention or hints of a 'unified/flexible' on-chip memory pool space where we can do variable allocation between each type of memory (register/tile/buffer/stack) like as with Apple's dynamic caching ...
That seems counter to the Apple info.
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Explore GPU advancements in M3 and A17 Pro - Tech Talks - Videos - Apple Developer
Learn how Dynamic Caching, the next-generation shader core, hardware-accelerated ray tracing, and hardware-accelerated mesh shading of...