{"id":99407,"date":"2021-03-11T10:22:40","date_gmt":"2021-03-11T08:22:40","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/realizacziya-opengl-poverh-directx-dostigla-sovmestimosti-s-opengl-3-3-i-prinyata-v-sostav-mesa"},"modified":"2021-03-11T10:22:40","modified_gmt":"2021-03-11T08:22:40","slug":"realizacziya-opengl-poverh-directx-dostigla-sovmestimosti-s-opengl-3-3-i-prinyata-v-sostav-mesa","status":"publish","type":"post","link":"https:\/\/prohoster.info\/de\/blog\/novosti-interneta\/realizacziya-opengl-poverh-directx-dostigla-sovmestimosti-s-opengl-3-3-i-prinyata-v-sostav-mesa","title":{"rendered":"Die Implementierung von OpenGL \u00fcber DirectX hat die Kompatibilit\u00e4t mit OpenGL 3.3 erreicht und wurde in Mesa integriert.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Das Unternehmen Collabora hat die Integration des Gallium-Treibers D3D12 in den Hauptbestand von Mesa bekannt gegeben, welcher eine Schicht zur Ausf\u00fchrung von OpenGL \u00fcber die DirectX 12 API (D3D12) bereitstellt. Gleichzeitig wurde die erfolgreiche Durchf\u00fchrung der Kompatibilit\u00e4tstests des Treibers mit OpenGL 3.3 bekannt gegeben, w\u00e4hrend er \u00fcber die D3D12-Treiber WARP (Software-Rasterisierer) und NVIDIA arbeitet.        <\/p>\n<p>Der Treiber k\u00f6nnte n\u00fctzlich sein, um Mesa auf Ger\u00e4ten zu verwenden, die nur D3D12-Treiber unterst\u00fctzen, sowie als Ausgangspunkt f\u00fcr die Portierung von OpenGL-Anwendungen zur Ausf\u00fchrung \u00fcber die D3D12 API. Der Treiber kann auch verwendet werden, um grafische Anwendungen in Umgebungen unter dem Windows Subsystem for Linux (WSL) auszuf\u00fchren, was die Ausf\u00fchrung von Linux-Programmen unter Windows erm\u00f6glicht.       <\/p>\n<p>Die Entwicklung erfolgt in Zusammenarbeit mit Ingenieuren von Microsoft, die das Open-Source-Tool D3D11On12 zur \u00dcbertragung von Spielen von D3D11 auf D3D12 sowie die Bibliothek D3D12TranslationLayer, die grafische Primitive \u00fcber D3D12 implementiert, vorantreiben. Auf Grundlage dieses Projekts hat Microsoft bereits eine Schicht vorbereitet, die das Ausf\u00fchren von Anwendungen, die auf OpenGL basieren, auf Windows-Ger\u00e4ten erm\u00f6glicht, die keine vollst\u00e4ndige Unterst\u00fctzung f\u00fcr OpenGL bieten. Insbesondere konnte die Verwendung von Photoshop auf Windows-Ger\u00e4ten mit ARM-Prozessoren realisiert werden.          <\/p>\n<p>Die Implementierung umfasst einen Treiber f\u00fcr Mesa und einen NIR-to-DXIL Shader-Compiler (D3D12-Laufzeit), der die in Mesa verwendete Zwischendarstellungsform der Shader NIR in das bin\u00e4re Format DXIL (DirectX Intermediate Language) umwandelt, das in DirectX 12 unterst\u00fctzt wird und auf dem Bitcode von LLVM 3.7 basiert (der DirectX Shader Compiler von Microsoft ist eine Abspaltung von LLVM 3.7). Der Treiber f\u00fcr Mesa nutzt die Gallium-Schnittstelle, akzeptiert OpenGL-Befehle und erstellt mithilfe des NIR-to-DXIL-Translators D3D12-Befehle, die auf der GPU \u00fcber den Systemtreiber D3D12 ausgef\u00fchrt werden. Zudem werden Komponenten entwickelt, um OpenCL \u00fcber D3D12 lauff\u00e4hig zu machen, dazu geh\u00f6ren der OpenCL-Compiler und die OpenCL-Laufzeit.<br \/>\n<br \/>Quelle: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=54737\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Collabora \u0441\u043e\u043e\u0431\u0449\u0438\u043b\u0430 \u043e \u043f\u0440\u0438\u043d\u044f\u0442\u0438\u0438 \u0432 \u043e\u0441\u043d\u043e\u0432\u043d\u043e\u0439 \u0441\u043e\u0441\u0442\u0430\u0432 Mesa Gallium-\u0434\u0440\u0430\u0439\u0432\u0435\u0440\u0430 D3D12, \u0440\u0435\u0430\u043b\u0438\u0437\u0443\u044e\u0449\u0435\u0433\u043e \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0443 \u0434\u043b\u044f \u043e\u0440\u0433\u0430\u043d\u0438\u0437\u0430\u0446\u0438\u0438 \u0440\u0430\u0431\u043e\u0442\u044b OpenGL \u043f\u043e\u0432\u0435\u0440\u0445 API DirectX 12 (D3D12). \u041e\u0434\u043d\u043e\u0432\u0440\u0435\u043c\u0435\u043d\u043d\u043e \u043e\u0431\u044a\u044f\u0432\u043b\u0435\u043d\u043e \u043e\u0431 \u0443\u0441\u043f\u0435\u0448\u043d\u043e\u043c \u043f\u0440\u043e\u0445\u043e\u0436\u0434\u0435\u043d\u0438\u0438 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u043c \u0442\u0435\u0441\u0442\u043e\u0432 \u043d\u0430 \u0441\u043e\u0432\u043c\u0435\u0441\u0442\u0438\u043c\u043e\u0441\u0442\u044c \u0441 OpenGL 3.3 \u043f\u0440\u0438 \u0440\u0430\u0431\u043e\u0442\u0435 \u043f\u043e\u0432\u0435\u0440\u0445 D3D12-\u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 WARP (\u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u043d\u044b\u0439 \u0440\u0430\u0441\u0442\u0435\u0440\u0438\u0437\u0430\u0442\u043e\u0440) \u0438 NVIDIA. \u0414\u0440\u0430\u0439\u0432\u0435\u0440 \u043c\u043e\u0436\u0435\u0442 \u0431\u044b\u0442\u044c \u043f\u043e\u043b\u0435\u0437\u0435\u043d \u0434\u043b\u044f \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u044f Mesa \u043d\u0430 \u0443\u0441\u0442\u0440\u043e\u0439\u0441\u0442\u0432\u0430\u0445 \u0441 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u0430\u043c\u0438, \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u044e\u0449\u0438\u043c\u0438 [&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-99407","post","type-post","status-publish","format-standard","hentry","category-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.10 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Collabora \u0441\u043e\u043e\u0431\u0449\u0438\u043b\u0430 \u043e 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Gleichzeitig wurde angek\u00fcndigt, dass der Treiber die Kompatibilit\u00e4tstests mit OpenGL 3.3 \u00fcber die D3D12-Treiber WARP (softwarebasierter Rasterizer) und NVIDIA erfolgreich bestanden hat. 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