{"id":113225,"date":"2024-01-29T12:50:31","date_gmt":"2024-01-29T10:50:32","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/v-gtk-dobavleny-novye-dvizhki-otrisovki-dlya-opengl-i-vulkan"},"modified":"2024-01-29T12:50:31","modified_gmt":"2024-01-29T10:50:32","slug":"v-gtk-dobavleny-novye-dvizhki-otrisovki-dlya-opengl-i-vulkan","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/news\/v-gtk-dobavleny-novye-dvizhki-otrisovki-dlya-opengl-i-vulkan","title":{"rendered":"V GTK byly p\u0159id\u00e1ny nov\u00e9 renderovac\u00ed enginy pro OpenGL a Vulkan.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>V\u00fdvoj\u00e1\u0159i knihovny GTK ozn\u00e1mili dokon\u010den\u00ed dvou nov\u00fdch vykreslovac\u00edch engin\u016f \u2014 \u201engl\u201c a \u201evulkan\u201c, kter\u00e9 vyu\u017e\u00edvaj\u00ed grafick\u00e9 API OpenGL (GL 3.3+ a GLES 3.0+) a Vulkan. Nov\u00e9 enginy jsou sou\u010d\u00e1st\u00ed experiment\u00e1ln\u00edho vyd\u00e1n\u00ed GTK 4.13.6. V experiment\u00e1ln\u00ed v\u011btvi GTK je engine ngl nyn\u00ed pou\u017e\u00edv\u00e1n jako v\u00fdchoz\u00ed, ale pokud se v n\u00e1sleduj\u00edc\u00ed stabiln\u00ed verzi 4.14 objev\u00ed v\u00fdznamn\u00e9 probl\u00e9my, bude vr\u00e1cen star\u00fd vykreslovac\u00ed engine \u201egl\u201c.    <\/p>\n<p>Nov\u00e9 enginy jsou pozicionov\u00e1ny jako sjednocen\u00e9 a sestaven\u00e9 z jedin\u00e9 k\u00f3dov\u00e9 z\u00e1kladny. Podstatou sjednocen\u00ed je, \u017ee jako z\u00e1klad se pou\u017e\u00edv\u00e1 API Vulkan, na jeho\u017e z\u00e1klad\u011b byl pro OpenGL vytvo\u0159en samostatn\u00fd abstraktn\u00ed \u00farove\u0148, kter\u00e1 zohled\u0148uje rozd\u00edly mezi OpenGL a Vulkan. Tento p\u0159\u00edstup umo\u017enil zapojit do obou engin\u016f spole\u010dnou infrastrukturu pro zpracov\u00e1n\u00ed grafu sc\u00e9ny (scene graph), transformac\u00ed, caching textur a glif\u016f. Sjednocen\u00ed tak\u00e9 v\u00fdrazn\u011b zjednodu\u0161ilo \u00fadr\u017ebu k\u00f3dov\u00e9 z\u00e1kladny obou engin\u016f a jejich udr\u017eov\u00e1n\u00ed v aktu\u00e1ln\u00edm a synchronizovan\u00e9m stavu.     <\/p>\n<p>Na rozd\u00edl od star\u00e9ho enginu \u201egl\u201c, kde byl pro ka\u017ed\u00fd typ uzlu vykreslov\u00e1n\u00ed (rendernode) pou\u017e\u00edv\u00e1n zvl\u00e1\u0161tn\u00ed jednoduch\u00fd shader a doch\u00e1zelo k periodick\u00e9mu p\u0159e\u0159azov\u00e1n\u00ed dat p\u0159i offscreen vykreslov\u00e1n\u00ed, v nov\u00fdch enginech m\u00edsto offscreen vykreslov\u00e1n\u00ed je aplikov\u00e1n slo\u017eit\u00fd shader (ubershader), kter\u00fd interpretuje data z bufferu. V aktu\u00e1ln\u00edm stavu nov\u00e1 implementace zat\u00edm zaost\u00e1v\u00e1 za starou z hlediska \u00farovn\u011b optimalizac\u00ed, proto\u017ee hlavn\u00ed pozornost v aktu\u00e1ln\u00ed f\u00e1zi je zam\u011b\u0159ena na korektnost fungov\u00e1n\u00ed a snadnost \u00fadr\u017eby.    <\/p>\n<p>Nov\u00e9 mo\u017enosti, kter\u00e9 chyb\u00ed ve star\u00e9m enginu \u201egl\u201c:  <\/p>\n<ul>\n<li class=\"l\"> Antialiasing \u2014 umo\u017e\u0148uje zachovat jemn\u00e9 detaily a dos\u00e1hnout hlad\u0161\u00edho vykreslov\u00e1n\u00ed kontur.    <center><img decoding=\"async\" alt=\"V GTK byly p\u0159id\u00e1ny nov\u00e9 renderovac\u00ed enginy pro OpenGL a Vulkan.\" src=\"\/wp-content\/uploads\/2024\/01\/dc690b87095af7bca8d2826ebb3a9584.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Tvorba libovoln\u00fdch gradient\u016f, kter\u00e9 mohou obsahovat libovoln\u00fd po\u010det barev a antialiasing (v enginu \u201egl\u201c byly podporov\u00e1ny pouze line\u00e1rn\u00ed, radi\u00e1ln\u00ed a ku\u017eelov\u00e9 gradienty s 6 barvami zastaven\u00ed).      <center><img decoding=\"async\" alt=\"V GTK byly p\u0159id\u00e1ny nov\u00e9 renderovac\u00ed enginy pro OpenGL a Vulkan.\" src=\"\/wp-content\/uploads\/2024\/01\/331c81cddc35e00e08db425a38d90dca.png\" style=\"display:block;margin: 0 auto;\" \/><\/center>\n<li class=\"l\"> Zlomkov\u00e9 m\u011b\u0159\u00edtko (fractional scale), kter\u00e9 umo\u017e\u0148uje nastavit necel\u00e1 m\u011b\u0159\u00edtka, nap\u0159\u00edklad p\u0159i m\u011b\u0159\u00edtku 125 % pro okno 1200\u00d7800 bude vyhrazen buffer 1500\u00d71000, nikoli 2400\u00d71600 jako ve star\u00e9m enginu.\n<li class=\"l\"> Podpora technologie DMA-BUF pro pou\u017eit\u00ed n\u011bkolika GPU a delegov\u00e1n\u00ed jednotliv\u00fdch operac\u00ed na jin\u00fd GPU.\n<li class=\"l\"> Mnoho renderovac\u00edch uzl\u016f, kter\u00e9 m\u011bly probl\u00e9my ve star\u00e9 implementaci, je nyn\u00ed spr\u00e1vn\u011b zpracov\u00e1v\u00e1no.  <\/ul>\n<p>Mezi omezen\u00edmi nov\u00fdch engine\u016f je absence podpory pro pozicov\u00e1n\u00ed s necel\u00fdmi hodnotami (fractional position) a uzly glshader, kter\u00e9 byly siln\u011b v\u00e1z\u00e1ny na vlastnosti star\u00e9ho engine, a u kter\u00fdch po p\u0159id\u00e1n\u00ed podpory pro uzly s maskami (mask) a textury s pr\u016fhlednost\u00ed zanikla pot\u0159eba. Tak\u00e9 se zmi\u0148uje pravd\u011bpodobnost vzniku mo\u017en\u00fdch probl\u00e9m\u016f s grafick\u00fdmi ovlada\u010di kv\u016fli zm\u011bn\u011b metodiky pr\u00e1ce s ovlada\u010di.      <\/p>\n<p>V budoucnu se na z\u00e1klad\u011b nov\u00e9 unifikovan\u00e9 modelu nevylu\u010duje vytvo\u0159en\u00ed vykreslovac\u00edch engin\u016f, kter\u00e9 budou vyu\u017e\u00edvat Metal na macOS a DirectX na Windows, ale vytvo\u0159en\u00ed takov\u00fdch engin\u016f je komplikov\u00e1no pou\u017eit\u00edm jin\u00fdch jazyk\u016f pro shadery (v enginech \u201engl\u201c a \u201evulkan\u201c je pou\u017eit jazyk GLSL, tak\u017ee pro Metal a Direct bude t\u0159eba bu\u010f zdvojit shadery, nebo pou\u017e\u00edt vrstvu zalo\u017eenou na n\u00e1stroji SPIRV-Cross).    <\/p>\n<p>Mezi pl\u00e1ny do budoucna se zmi\u0148uje zaji\u0161t\u011bn\u00ed podpory HDR a prost\u0159edk\u016f pro spr\u00e1vn\u00e9 \u0159\u00edzen\u00ed barev, podpora renderov\u00e1n\u00ed na stran\u011b GPU, mo\u017enost renderov\u00e1n\u00ed glif\u016f, renderov\u00e1n\u00ed mimo hlavn\u00ed tok a optimalizace v\u00fdkonu pro star\u0161\u00ed a slab\u0161\u00ed za\u0159\u00edzen\u00ed. V sou\u010dasn\u00e9 podob\u011b je v\u00fdkon enginu &#171;vulkan&#187; bl\u00edzk\u00fd v\u00fdkonu star\u00e9ho enginu &#171;gl&#187;. Engine &#171;ngl&#187; zaost\u00e1v\u00e1 v v\u00fdkonu za star\u00fdm enginem &#171;gl&#187;, ale st\u00e1vaj\u00edc\u00ed ukazatele jsou dostate\u010dn\u00e9 pro vykreslov\u00e1n\u00ed p\u0159i 60 nebo 144\u2009FPS. O\u010dek\u00e1v\u00e1 se, \u017ee situace se zm\u011bn\u00ed po proveden\u00ed optimalizace.<br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=60515\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0420\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u0438 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 GTK \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0438 \u043e \u0433\u043e\u0442\u043e\u0432\u043d\u043e\u0441\u0442\u0438 \u0434\u0432\u0443\u0445 \u043d\u043e\u0432\u044b\u0445 \u0434\u0432\u0438\u0436\u043a\u043e\u0432 \u043e\u0442\u0440\u0438\u0441\u043e\u0432\u043a\u0438 &#8212; &#171;ngl&#187; \u0438 &#171;vulkan&#187;, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044e\u0449\u0438\u0445 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0435 API OpenGL (GL 3.3+ \u0438 GLES 3.0+) \u0438 Vulkan. \u041d\u043e\u0432\u044b\u0435 \u0434\u0432\u0438\u0436\u043a\u0438 \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u044b \u0432 \u0441\u043e\u0441\u0442\u0430\u0432 \u044d\u043a\u0441\u043f\u0435\u0440\u0438\u043c\u0435\u043d\u0442\u0430\u043b\u044c\u043d\u043e\u0433\u043e \u0432\u044b\u043f\u0443\u0441\u043a\u0430 GTK 4.13.6. \u0412 \u044d\u043a\u0441\u043f\u0435\u0440\u0438\u043c\u0435\u043d\u0442\u0430\u043b\u044c\u043d\u043e\u0439 \u0432\u0435\u0442\u043a\u0438 GTK \u0434\u0432\u0438\u0436\u043e\u043a ngl \u0442\u0435\u043f\u0435\u0440\u044c \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u0435\u0442\u0441\u044f \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e, \u043d\u043e \u0432 \u0441\u043b\u0443\u0447\u0430\u0435 \u0432\u044b\u044f\u0432\u043b\u0435\u043d\u0438\u044f \u0437\u043d\u0430\u0447\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0445 \u043f\u0440\u043e\u0431\u043b\u0435\u043c \u0432 \u0441\u043b\u0435\u0434\u0443\u044e\u0449\u0435\u0439 \u0441\u0442\u0430\u0431\u0438\u043b\u044c\u043d\u043e\u0439 \u0432\u0435\u0442\u043a\u0435 4.14 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":113226,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-113225","post","type-post","status-publish","format-standard","has-post-thumbnail","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=\"\u0420\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u0438 \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 GTK \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0438 \u043e \u0433\u043e\u0442\u043e\u0432\u043d\u043e\u0441\u0442\u0438 \u0434\u0432\u0443\u0445 \u043d\u043e\u0432\u044b\u0445 \u0434\u0432\u0438\u0436\u043a\u043e\u0432 \u043e\u0442\u0440\u0438\u0441\u043e\u0432\u043a\u0438 - &quot;ngl&quot; 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