{"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\/en\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"Chrome will include support for WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Google has announced the default inclusion of support for the graphics API WebGPU and the WebGPU Shading Language (WGSL) in Chrome version 113, scheduled for release on May 2. WebGPU provides a programming interface similar to Vulkan, Metal, and Direct3D 12 for performing operations on the GPU side, such as rendering and computations, and also allows the use of a shading language to write programs that run on the GPU. The implementation of WebGPU will initially be included only in builds for ChromeOS, macOS, and Windows. Support for WebGPU on Linux and Android will be enabled later.       <\/p>\n<p>In addition to Chrome, experimental support for WebGPU has been tested in Firefox since April 2020 and in Safari since November 2021. To enable WebGPU in Firefox, the flags dom.webgpu.enabled and gfx.webgpu.force-enabled should be set in about:config. There are currently no announcements regarding plans to enable WebGPU by default in Firefox and Safari. Implementations of WebGPU for Firefox and Chrome are available in the form of separate libraries \u2014 Dawn (C++) and wgpu (Rust), which can be used to integrate WebGPU support into applications. Work is also underway to add WebGPU support to popular JavaScript libraries that originally use WebGL. For instance, full WebGPU support has already been announced in Babylon.js, with partial support in Three.js, PlayCanvas, and TensorFlow.js.       <\/p>\n<p>Conceptually, WebGPU differs from WebGL in a way similar to how the Vulkan graphics API differs from OpenGL, yet WebGPU is not based on a specific graphics API; rather, it serves as a universal layer that uses the same low-level primitives found in Vulkan, Metal, and Direct3D. WebGPU provides JavaScript applications with tools for low-level control over the organization, processing, and dispatch of commands to the GPU, management of related resources, memory, buffers, texture objects, and compiled graphics shaders. This approach allows for higher performance in graphics applications by reducing overhead and improving the efficiency of GPU handling.     <\/p>\n<p>WebGPU enables the creation of complex 3D projects for the web, performing as well as standalone applications that directly utilize Vulkan, Metal, or Direct3D, but without being tied to specific platforms. WebGPU also offers additional capabilities for porting native graphics applications to a format that can run on web technologies, thanks to compilation to WebAssembly. In addition to 3D graphics, WebGPU also encompasses functionalities related to offloading computations to the GPU and executing shaders.       <\/p>\n<p>Key features of WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Separate management of resources, setup operations, and command submission to the GPU (in WebGL, a single object was responsible for everything at once). Three separate contexts are provided: GPUDevice for creating resources like textures and buffers; GPUCommandEncoder for encoding individual commands, including rendering and compute stages; and GPUCommandBuffer for queuing for execution in the GPU. The result can be rendered in an area associated with one or more canvas elements or processed without output (for example, when executing compute tasks). This separation of stages simplifies the distribution of resource creation and setup operations into different handlers that can run in different threads.    <\/li>\n<li class=\"l\"> A different approach to state processing. WebGPU offers two objects \u2014 GPURenderPipeline and GPUComputePipeline, which allow developers to combine various pre-defined states, enabling the browser to save resources by eliminating additional tasks such as shader recompilation. Supported states include shaders, vertex buffer and attribute layouts, attached group layouts, blending, depth and stencil, as well as output formats after rendering.    <\/li>\n<li class=\"l\"> The binding model is largely reminiscent of the grouping resources found in Vulkan. To group resources in WebGPU, a GPUBindGroup object is provided, which can be linked with other similar objects during command recording for use in shaders. Creating such groups allows the driver to perform necessary preparatory actions in advance and enables the browser to switch resource bindings between rendering calls much faster. The layout of resource bindings can be defined in advance using a GPUBindGroupLayout object.  <\/li>\n<\/ul>\n<p>Source: <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 5.0.1.1 - 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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