I'm not aware of anyone doing concurrent programming on the GPU (because it is a poor fit).
It's routine in good Vulkan-based games. One or more CPU threads are telling the GPU what to render, while other CPU threads are concurrently loading new content into the GPU for rendering on later frames. (You're driving down a road. Ahead of you, new content has to be loaded before you get there. Behind you, the memory containing content you can no longer see is released.)
This is complicated to make work. Unreal Engine does it, I think. Rend3->WGPU->Vulkan is supposed to do it, but right now there are locking delays which cause content updating to impact rendering. That's being worked on at the WGPU level.
This is one of those little problems being solved on the way to a big-world Metaverse.
It's routine in good Vulkan-based games. One or more CPU threads are telling the GPU what to render, while other CPU threads are concurrently loading new content into the GPU for rendering on later frames. (You're driving down a road. Ahead of you, new content has to be loaded before you get there. Behind you, the memory containing content you can no longer see is released.)
This is complicated to make work. Unreal Engine does it, I think. Rend3->WGPU->Vulkan is supposed to do it, but right now there are locking delays which cause content updating to impact rendering. That's being worked on at the WGPU level.
This is one of those little problems being solved on the way to a big-world Metaverse.