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If you take the full paragraph from the section you've quoted, it becomes a little clearer as to what I was talking about:"Unlike the ALUs, they won't be programmable by the end user; instead, the hardware vendor will ensure this process is managed entirely by the GPU and its drivers."
Um, actually, both AMD and Nvidia do provide software for programming their GPUs directly. But while they do this in hopes of enticing vendor lock-in, or for people doing GPU computing on a specific system, in general, so that games will work regardless of which brand of video card you have, game programmers will indeed use the DirectX, OpenGL, or Vulkan drivers provided by the GPU maker. But it isn't because there is some encryption feature locking them out.
One can configure the warps handled by schedulers, but not the schedulers themselves. In the case of Turing, for example, the way that SMs handle a block of threads is the same every time: the threads are partitioned into warps and each warp is handled by the scheduler for dispatch. One has control over the dimensions of the thread blocks, but not the warp sizes; one has control over the instruction behaviour of the threads, but not how the dispatch units handle warp divergence and so on.Now, these logic units are going to need something to organize them, by decoding and issuing instructions to keep them busy, and this will be in the form of at least one dedicated group of logic units.Unlike the ALUs, they won't be programmable by the end user; instead, the hardware vendor will ensure this process is managed entirely by the GPU and its drivers.