The most common way to implement it, and the most efficient way we found in practice, is to have each thread own its own long vector, although it is possible to store long vectors in shared memory. An important note: long vectors belong to the invocation (thread) they're declared in, or could be stored in shared memory, and don't require uniform control flow or fully occupied waves for functionality. On the other hand, uniform paths will enable driver fast paths for better performance, and features like Shader Execution Reordering (SER) could help with that.
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