{"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\/da\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"WebGPU-support vil blive inkluderet i Chrome.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Google har annonceret, at support til grafisk API WebGPU og shadersprog WGSL (WebGPU Shading Language) vil blive aktiveret som standard i Chrome version 113, som forventes frigivet den 2. maj. WebGPU tilbyder et programmeringsgr\u00e6nseflade, der ligner Vulkan, Metal og Direct3D 12 til udf\u00f8relse af operationer p\u00e5 GPU-siden, s\u00e5som rendering og beregning, samt muligheden for at bruge shadersprog til at skrive programmer, der k\u00f8rer p\u00e5 GPU'en. Implementeringen af WebGPU vil f\u00f8rst blive inkluderet i opbygninger til ChromeOS, macOS og Windows. Support til WebGPU for Linux og Android vil blive aktiveret senere.       <\/p>\n<p>Udover Chrome testes eksperimentel st\u00f8tte for WebGPU siden april 2020 i Firefox og siden november 2021 i Safari. For at aktivere WebGPU i Firefox skal man i about:config s\u00e6tte flagene dom.webgpu.enabled og gfx.webgpu.force-enabled. Der er endnu ingen meddelelse om planer for at aktivere WebGPU som standard i Firefox og Safari. Implementeringer af WebGPU til Firefox og Chrome er tilg\u00e6ngelige i form af separate biblioteker \u2014 Dawn (C++) og wgpu (Rust), som kan bruges til at integrere WebGPU-support i egne applikationer. Der arbejdes ogs\u00e5 p\u00e5 at tilf\u00f8je WebGPU-support til popul\u00e6re JavaScript-biblioteker, der oprindeligt bruger WebGL. For eksempel er fuld st\u00f8tte for WebGPU allerede annonceret i Babylon.js, mens delvis st\u00f8tte er tilg\u00e6ngelig i Three.js, PlayCanvas og TensorFlow.js.       <\/p>\n<p>Koncepterm\u00e6ssigt adskiller WebGPU sig fra WebGL p\u00e5 samme m\u00e5de, som Vulkan API adskiller sig fra OpenGL; men WebGPU er ikke afh\u00e6ngig af et specifikt grafisk API, men udg\u00f8r et universelt lag, der bruger de samme lavniv\u00e5primitiver, som findes i Vulkan, Metal og Direct3D. WebGPU giver JavaScript-applikationer midler til lavniv\u00e5kontrol af organisering, behandling og overf\u00f8rsel af kommandoer til GPU'en, h\u00e5ndtering af tilknyttede ressourcer, hukommelse, buffere, teksturobjekter og kompilerede grafiske shaders. Denne tilgang muligg\u00f8r h\u00f8jere ydeevne for grafiske applikationer ved at reducere overhead og \u00f8ge effektiviteten i arbejdet med GPU.     <\/p>\n<p>WebGPU giver mulighed for at skabe komplekse 3D-projekter til web, der fungerer lige s\u00e5 godt som autonome programmer, der bruger Vulkan, Metal eller Direct3D, men som ikke er bundet til specifikke platforme. WebGPU tilbyder ogs\u00e5 yderligere muligheder ved portering af native grafiske programmer til en form, der kan fungere p\u00e5 webteknologier, takket v\u00e6re kompilering til WebAssembly. Udover 3D-grafik d\u00e6kker WebGPU ogs\u00e5 muligheder relateret til at flytte beregninger til GPU-siden og udf\u00f8re 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.    <\/li>\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.    <\/li>\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.  <\/li>\n<\/ul>\n<p>Kilde: <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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