Please explain what you mean by this.
There is some kind of fixed function unit to handle BVH calculations. I believe @Calin Banc posted a video earlier confirming that there was hardware involved.
The hybrid approach (fixed functional acceleration for a single node of the BVH tree) and the use of a shader unit to schedule processing solves the problems with [note: current raytracing solutions] for hardware-based and / or software-only solutions only, while maintaining flexibility because the shader unit can continue to control the overall computation, bypassing the fixed functional hardware as needed while still taking advantage of the performance advantage of the fixed functional hardware, and using the texture processor infrastructure eliminates large buffers for Ray storage and BVH caching, which are typically in a hardware raytracing solution because the existing VGPRs and the texture cache can be used in their place,which saves a lot of space and complexity of the hardware solution.
That combined with the video strongly suggests a hardware approach.