{"id":107760,"date":"2023-04-06T12:48:22","date_gmt":"2023-04-06T10:48:22","guid":{"rendered":"https:\/\/prohoster.info\/?p=107760"},"modified":"2023-04-06T17:07:09","modified_gmt":"2023-04-06T15:07:09","slug":"v-chrome-budet-vklyuchena-podderzhka-webgpu","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"Ve Chrome bude zahrnuta podpora WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Spole\u010dnost Google ozn\u00e1mila, \u017ee do verze Chrome 113, kter\u00e1 vyjde 2. kv\u011btna, bude automaticky zahrnuta podpora grafick\u00e9ho API WebGPU a jazyka shader\u016f WGSL (WebGPU Shading Language). WebGPU poskytuje programov\u00e9 rozhran\u00ed podobn\u00e9 Vulkan, Metal a Direct3D 12 pro prov\u00e1d\u011bn\u00ed operac\u00ed na stran\u011b GPU, jako je rendering a v\u00fdpo\u010dty, a tak\u00e9 umo\u017e\u0148uje pou\u017e\u00edvat jazyk shader\u016f k psan\u00ed program\u016f funguj\u00edc\u00edch na stran\u011b GPU. Implementace WebGPU bude zpo\u010d\u00e1tku zahrnuta pouze ve sestaven\u00edch pro ChromeOS, macOS a Windows. Podpora WebGPU pro Linux a Android bude aktivov\u00e1na pozd\u011bji.       <\/p>\n<p>Krom\u011b Chrome se experiment\u00e1ln\u00ed podpora WebGPU testuje od dubna 2020 v prohl\u00ed\u017ee\u010di Firefox a od listopadu 2021 v prohl\u00ed\u017ee\u010di Safari. Pro aktivaci WebGPU ve Firefoxu je t\u0159eba v about:config nastavit p\u0159\u00edznaky dom.webgpu.enabled a gfx.webgpu.force-enabled. O pl\u00e1nech na zapnut\u00ed WebGPU ve v\u00fdchoz\u00edm nastaven\u00ed ve Firefoxu a Safari zat\u00edm nebyly poskytnuty \u017e\u00e1dn\u00e9 informace. Implementace WebGPU pro Firefox a Chrome jsou k dispozici ve form\u011b jednotliv\u00fdch knihoven \u2014 Dawn (C++) a wgpu (Rust), kter\u00e9 lze pou\u017e\u00edt k integraci podpory WebGPU do vlastn\u00edch aplikac\u00ed. Pracuje se tak\u00e9 na p\u0159id\u00e1n\u00ed podpory WebGPU do popul\u00e1rn\u00edch JavaScriptov\u00fdch knihoven, kter\u00e9 p\u016fvodn\u011b pou\u017e\u00edvaly WebGL. Nap\u0159\u00edklad pln\u00e1 podpora WebGPU ji\u017e byla ohl\u00e1\u0161ena v Babylon.js, a \u010d\u00e1ste\u010dn\u00e1 v Three.js, PlayCanvas a TensorFlow.js.       <\/p>\n<p>Konceptu\u00e1ln\u011b se WebGPU li\u0161\u00ed od WebGL p\u0159ibli\u017en\u011b tak, jak se grafick\u00e9 API Vulkan li\u0161\u00ed od OpenGL, nicm\u00e9n\u011b WebGPU se nezakl\u00e1d\u00e1 na konkr\u00e9tn\u00edm grafick\u00e9m API, ale p\u0159edstavuje univerz\u00e1ln\u00ed vrstvu, kter\u00e1 vyu\u017e\u00edv\u00e1 stejn\u00e9 n\u00edzko\u00farov\u0148ov\u00e9 primitivy, jak\u00e9 se nach\u00e1zej\u00ed ve Vulkan, Metal a Direct3D. WebGPU poskytuje aplikac\u00edm na JavaScript prost\u0159edky pro n\u00edzko\u00farov\u0148ovou kontrolu organizace, zpracov\u00e1n\u00ed a p\u0159enos p\u0159\u00edkaz\u016f na GPU, spr\u00e1vu souvisej\u00edc\u00edch zdroj\u016f, pam\u011bti, vyrovn\u00e1vac\u00edch pam\u011bt\u00ed, objekt\u016f textur a zkompilovan\u00fdch grafick\u00fdch shader\u016f. Tento p\u0159\u00edstup umo\u017e\u0148uje dos\u00e1hnout vy\u0161\u0161\u00ed v\u00fdkonnosti grafick\u00fdch aplikac\u00ed sn\u00ed\u017een\u00edm re\u017eijn\u00edch n\u00e1klad\u016f a zv\u00fd\u0161en\u00edm efektivity pr\u00e1ce s GPU.     <\/p>\n<p>WebGPU umo\u017e\u0148uje vytv\u00e1\u0159et slo\u017eit\u00e9 3D projekty pro web, kter\u00e9 funguj\u00ed stejn\u011b dob\u0159e jako samostatn\u00e9 programy p\u0159\u00edmo vyu\u017e\u00edvaj\u00edc\u00ed Vulkan, Metal nebo Direct3D, ale nejsou v\u00e1z\u00e1ny na konkr\u00e9tn\u00ed platformy. WebGPU tak\u00e9 poskytuje dal\u0161\u00ed mo\u017enosti p\u0159i portov\u00e1n\u00ed nativn\u00edch grafick\u00fdch program\u016f do podoby, kter\u00e1 m\u016f\u017ee fungovat na b\u00e1zi webov\u00fdch technologi\u00ed, d\u00edky kompilaci do WebAssembly. Krom\u011b 3D grafiky WebGPU zahrnuje i mo\u017enosti spojen\u00e9 s vyveden\u00edm v\u00fdpo\u010dt\u016f na GPU a prov\u00e1d\u011bn\u00edm shader\u016f.       <\/p>\n<p>Kl\u00ed\u010dov\u00e9 vlastnosti WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Odd\u011blen\u00e1 spr\u00e1va zdroj\u016f, p\u0159\u00edpravn\u00fdch prac\u00ed a p\u0159ed\u00e1v\u00e1n\u00ed p\u0159\u00edkaz\u016f na GPU (ve WebGL byl jeden objekt zodpov\u011bdn\u00fd za v\u0161echno najednou). Jsou poskytov\u00e1ny t\u0159i odd\u011blen\u00e9 kontexty: GPUDevice pro vytv\u00e1\u0159en\u00ed zdroj\u016f, jako jsou textury a bufferov\u00e9 pam\u011bti; GPUCommandEncoder pro k\u00f3dov\u00e1n\u00ed jednotliv\u00fdch p\u0159\u00edkaz\u016f, v\u010detn\u011b f\u00e1z\u00ed renderov\u00e1n\u00ed a v\u00fdpo\u010dt\u016f; GPUCommandBuffer pro odes\u00edl\u00e1n\u00ed do fronty k vykon\u00e1n\u00ed na GPU. V\u00fdsledek m\u016f\u017ee b\u00fdt vykreslen v oblasti spojen\u00e9 s jedn\u00edm nebo v\u00edce elementy canvasu, nebo zpracov\u00e1n bez v\u00fdstupu (nap\u0159\u00edklad p\u0159i spu\u0161t\u011bn\u00ed v\u00fdpo\u010dtov\u00fdch \u00faloh). Odd\u011blen\u00ed f\u00e1z\u00ed usnad\u0148uje rozlo\u017een\u00ed vytv\u00e1\u0159en\u00ed zdroj\u016f a p\u0159\u00edpravn\u00fdch operac\u00ed do r\u016fzn\u00fdch zpracovatel\u016f, kter\u00e9 mohou b\u011b\u017eet v r\u016fzn\u00fdch vl\u00e1knech.    <\/li>\n<li class=\"l\"> Jin\u00fd p\u0159\u00edstup k zpracov\u00e1n\u00ed stav\u016f. V WebGPU jsou nab\u00edzeny dva objekty \u2014 GPURenderPipeline a GPUComputePipeline, kter\u00e9 umo\u017e\u0148uj\u00ed kombinovat r\u016fzn\u00e9 stavy, p\u0159edem definovan\u00e9 v\u00fdvoj\u00e1\u0159em, co\u017e umo\u017e\u0148uje prohl\u00ed\u017ee\u010di nepl\u00fdtvat zdroji na dal\u0161\u00ed pr\u00e1ci, jako je p\u0159ekompilace shader\u016f. Mezi podporovan\u00e9 stavy pat\u0159\u00ed: shadery, rozvr\u017een\u00ed vertexov\u00fdch buffer\u016f a atribut\u016f, rozvr\u017een\u00ed p\u0159ipojen\u00fdch skupin, m\u00edch\u00e1n\u00ed, hloubka a \u0161ablony, form\u00e1ty v\u00fdstupu po renderov\u00e1n\u00ed.    <\/li>\n<li class=\"l\"> Model vazby, kter\u00e1 v mnoha ohledech p\u0159ipom\u00edn\u00e1 sou\u010dasn\u00e9 prost\u0159edky seskupov\u00e1n\u00ed zdroj\u016f ve Vulk\u00e1nu. Pro seskupen\u00ed zdroj\u016f do skupin poskytuje WebGPU objekt GPUBindGroup, kter\u00fd lze p\u0159i z\u00e1pisu p\u0159\u00edkaz\u016f spojit s dal\u0161\u00edmi podobn\u00fdmi objekty pro pou\u017eit\u00ed ve shaderech. Vytv\u00e1\u0159en\u00ed t\u011bchto skupin umo\u017e\u0148uje ovlada\u010di prov\u00e9st pot\u0159ebn\u00e9 p\u0159\u00edpravn\u00e9 kroky p\u0159edem a prohl\u00ed\u017ee\u010di to umo\u017e\u0148uje v\u00fdrazn\u011b rychleji m\u011bnit vazby zdroj\u016f mezi v\u00fdkony vykreslov\u00e1n\u00ed. Rozlo\u017een\u00ed vazeb zdroj\u016f lze ur\u010dit p\u0159edem pomoc\u00ed objektu GPUBindGroupLayout.  <\/li>\n<\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58929\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Google \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0438 \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e API WebGPU \u0438 \u044f\u0437\u044b\u043a\u0430 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 WGSL (WebGPU Shading Language) \u0432 \u0432\u0435\u0442\u043a\u0435 Chrome 113, \u0440\u0435\u043b\u0438\u0437 \u043a\u043e\u0442\u043e\u0440\u043e\u0439 \u043d\u0430\u043c\u0435\u0447\u0435\u043d \u043d\u0430 2 \u043c\u0430\u044f. WebGPU \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u0441\u0445\u043e\u0436\u0438\u0439 \u0441 Vulkan, Metal \u0438 Direct3D 12 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u043d\u044b\u0439 \u0438\u043d\u0442\u0435\u0440\u0444\u0435\u0439\u0441 \u0434\u043b\u044f \u0432\u044b\u043f\u043e\u043b\u043d\u0435\u043d\u0438\u044f \u043e\u043f\u0435\u0440\u0430\u0446\u0438\u0439 \u043d\u0430 \u0441\u0442\u043e\u0440\u043e\u043d\u0435 GPU, \u0442\u0430\u043a\u0438\u0445 \u043a\u0430\u043a \u0440\u0435\u043d\u0434\u0435\u0440\u0438\u043d\u0433 \u0438 \u0432\u044b\u0447\u0438\u0441\u043b\u0435\u043d\u0438\u044f, \u0430 \u0442\u0430\u043a\u0436\u0435 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u044f\u0437\u044b\u043a [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-107760","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Google \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0438 \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e API WebGPU \u0438 \u044f\u0437\u044b\u043a\u0430 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 WGSL (WebGPU Shading Language) 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