{"id":100193,"date":"2021-05-19T04:22:45","date_gmt":"2021-05-19T02:22:45","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/w3c-predstavil-chernovoj-variant-standarta-webgpu"},"modified":"2021-05-19T04:22:45","modified_gmt":"2021-05-19T02:22:45","slug":"w3c-predstavil-chernovoj-variant-standarta-webgpu","status":"publish","type":"post","link":"https:\/\/prohoster.info\/da\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C har pr\u00e6senteret et udkast til standarden WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>W3C-konsortiet har pr\u00e6senteret de f\u00f8rste udkast til specifikationerne for WebGPU og WebGPU Shading Language (WGSL), som definerer et API til udf\u00f8relse af operationer p\u00e5 GPU'en, s\u00e5som rendering og beregninger, samt et shader-sprog til at skrive programmer, der k\u00f8rer p\u00e5 GPU'en. Det er konceptuelt ens med API'erne Vulkan, Metal og Direct3D 12. Specifikationerne er udarbejdet af en arbejdsgruppe, som inkluderer ingeni\u00f8rer fra Mozilla, Google, Apple og Microsoft.    <\/p>\n<p>Konceptuelt adskiller WebGPU sig fra WebGL p\u00e5 omtrent samme m\u00e5de, som den grafiske API Vulkan adskiller sig fra OpenGL, men den bygger ikke p\u00e5 et specifikt grafisk API; i stedet repr\u00e6senterer den et universelt lag, der bruger de samme lavniveau-primitiver, som findes i Vulkan, Metal og Direct3D. WebGPU giver JavaScript-applikationer midler til lavniveau-kontrol over organiseringen, behandlingen og overf\u00f8rslen af kommandoer til GPU'en samt styring af relaterede ressourcer, hukommelse, buffere, teksturobjekter og kompilerede grafiske shaders. Denne tilgang muligg\u00f8r h\u00f8jere ydeevne af grafiske applikationer ved at reducere overhead og \u00f8ge effektiviteten af GPU-arbejdet.     <\/p>\n<p>WebGPU g\u00f8r det muligt at skabe komplekse 3D-projekter til web, der fungerer lige s\u00e5 godt som selvst\u00e6ndige programmer, der direkte interagerer med Vulkan, Metal eller Direct3D, men uden at v\u00e6re bundet til specifikke platforme. WebGPU tilbyder ogs\u00e5 ekstra muligheder ved portering af native grafiske programmer til en form, der kan k\u00f8re p\u00e5 webteknologier, takket v\u00e6re kompilering til WebAssembly. Udover 3D-grafik omfatter WebGPU ogs\u00e5 muligheder relateret til udf\u00f8relse af beregninger p\u00e5 GPU'en og k\u00f8rsel af shaders.       <\/p>\n<p>N\u00f8glefunktioner i WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Separat styring af ressourcer, forberedende arbejder og overf\u00f8rsel af kommandoer til GPU (i WebGL svarede et objekt for alt p\u00e5 \u00e9n gang). Der tilbydes tre separate kontekster: GPUDevice til oprettelse af ressourcer, s\u00e5som teksturer og buffere; GPUCommandEncoder til kodning af individuelle kommandoer, herunder rendering og beregningsstadier; GPUCommandBuffer til k\u00f8en af \u200b\u200bkommandoer til udf\u00f8relse p\u00e5 GPU. Resultatet kan blive gengivet i et omr\u00e5de, der er relateret til en eller flere canvas-elementer, eller behandlet uden visuelt output (for eksempel ved k\u00f8rsel af beregningsopgaver). Opdeling af stadierne g\u00f8r det lettere at adskille oprettelsen af ressourcer og forberedende operationer i forskellige behandlere, der kan k\u00f8re i forskellige tr\u00e5de.\n<li class=\"l\"> En anden tilgang til behandling af tilstande. I WebGPU foresl\u00e5s to objekter \u2014 GPURenderPipeline og GPUComputePipeline, der tillader kombination af forskellige tilstande, der er foruddefineret af udvikleren, hvilket giver mulighed for, at browseren ikke bruger ressourcer p\u00e5 ekstra arbejde s\u00e5som re-kompilering af shaders. Blandt de underst\u00f8ttede tilstande er: shaders, layout for vertexbuffere og attributter, layout for tilknyttede grupper, blanding, dybde og skabeloner, samt outputformater efter rendering.\n<li class=\"l\"> Bindingsmodellen minderer meget om de tilstedev\u00e6rende ressourcer gruppering v\u00e6rkt\u00f8jer i Vulkan. For at gruppere ressourcer i WebGPU er der et GPUBindGroup objekt, som under kommandooptagelse kan bindes til andre tilsvarende objekter til brug i shaders. Oprettelse af s\u00e5danne grupper giver driveren mulighed for at udf\u00f8re de n\u00f8dvendige forberedende handlinger p\u00e5 forh\u00e5nd, og giver browseren mulighed for betydeligt hurtigere at \u00e6ndre ressourcebindinger mellem tegneanrop. Layoutet for ressourcebindingerne kan defineres p\u00e5 forh\u00e5nd ved hj\u00e6lp af objektet GPUBindGroupLayout.  <\/ul>\n<p>Kilde: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55172\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043d\u0441\u043e\u0440\u0446\u0438\u0443\u043c W3C \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b \u043f\u0435\u0440\u0432\u044b\u0435 \u0447\u0435\u0440\u043d\u043e\u0432\u044b\u0435 \u0432\u0430\u0440\u0438\u0430\u043d\u0442\u044b \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0439 WebGPU \u0438 WebGPU Shading Language (WGSL), \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u044f\u044e\u0449\u0438\u0445 API \u0434\u043b\u044f \u0432\u044b\u043f\u043e\u043b\u043d\u0435\u043d\u0438\u044f \u043e\u043f\u0435\u0440\u0430\u0446\u0438\u0439 \u043d\u0430 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 \u044f\u0437\u044b\u043a \u0448\u0435\u0439\u0434\u0440\u043e\u0432 \u0434\u043b\u044f \u043d\u0430\u043f\u0438\u0441\u0430\u043d\u0438\u044f \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c, \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0438\u0445 \u043d\u0430 \u0441\u0442\u043e\u0440\u043e\u043d\u0435 GPU. \u043a\u043e\u043d\u0446\u0435\u043f\u0442\u0443\u0430\u043b\u044c\u043d\u043e \u0441\u0445\u043e\u0436\u0438\u0439 \u0441 API Vulkan, Metal \u0438 Direct3D 12. \u0421\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438 \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043b\u0435\u043d\u044b \u0440\u0430\u0431\u043e\u0447\u0435\u0439 \u0433\u0440\u0443\u043f\u043f\u043e\u0439, \u0432 \u043a\u043e\u0442\u043e\u0440\u0443\u044e \u0432\u043e\u0448\u043b\u0438 \u0438\u043d\u0436\u0435\u043d\u0435\u0440\u044b \u0438\u0437 Mozilla, [&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-100193","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\u043d\u0441\u043e\u0440\u0446\u0438\u0443\u043c W3C \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b \u043f\u0435\u0440\u0432\u044b\u0435 \u0447\u0435\u0440\u043d\u043e\u0432\u044b\u0435 \u0432\u0430\u0440\u0438\u0430\u043d\u0442\u044b \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0439 WebGPU \u0438 WebGPU Shading Language (WGSL), 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