{"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\/es\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C ha presentado un borrador del est\u00e1ndar WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>El consorcio W3C ha presentado los primeros borradores de las especificaciones de WebGPU y WebGPU Shading Language (WGSL), que definen una API para ejecutar operaciones en GPU, como renderizado y c\u00e1lculos, as\u00ed como un lenguaje de sombreado para escribir programas que se ejecutan en la GPU. Conceptualmente, es similar a las API Vulkan, Metal y Direct3D 12. Las especificaciones fueron elaboradas por un grupo de trabajo que incluye ingenieros de Mozilla, Google, Apple y Microsoft.    <\/p>\n<p>Conceptualmente, WebGPU se diferencia de WebGL de manera similar a como la API gr\u00e1fica Vulkan se diferencia de OpenGL, pero no se basa en una API gr\u00e1fica espec\u00edfica, sino que representa una capa universal que utiliza los mismos primitivos de bajo nivel que se encuentran en Vulkan, Metal y Direct3D. WebGPU proporciona a las aplicaciones en JavaScript herramientas para un control de bajo nivel sobre la organizaci\u00f3n, procesamiento y env\u00edo de comandos a la GPU, la gesti\u00f3n de recursos, memoria, b\u00faferes, objetos de texturas y sombreadores gr\u00e1ficos compilados. Este enfoque permite lograr un mayor rendimiento en aplicaciones gr\u00e1ficas al reducir la sobrecarga y aumentar la eficiencia en el uso de la GPU.     <\/p>\n<p>WebGPU permite crear proyectos 3D complejos para la web que funcionan tan bien como programas independientes que interact\u00faan directamente con Vulkan, Metal o Direct3D, pero sin estar atados a plataformas espec\u00edficas. WebGPU tambi\u00e9n ofrece capacidades adicionales para portar aplicaciones gr\u00e1ficas nativas a un formato capaz de funcionar con tecnolog\u00edas web, gracias a la compilaci\u00f3n en WebAssembly. Adem\u00e1s de la gr\u00e1fica 3D, WebGPU tambi\u00e9n abarca capacidades relacionadas con la realizaci\u00f3n de c\u00e1lculos en la GPU y la ejecuci\u00f3n de sombreadores.       <\/p>\n<p>Caracter\u00edsticas clave de WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Gesti\u00f3n de recursos, trabajos preparatorios y transmisi\u00f3n de comandos a la GPU de manera independiente (en WebGL, un objeto se ocupaba de todo a la vez). Se ofrecen tres contextos separados: GPUDevice para crear recursos como texturas y b\u00faferes; GPUCommandEncoder para codificar comandos individuales, incluidos las etapas de renderizado y computaci\u00f3n; GPUCommandBuffer para encolar en la GPU para su ejecuci\u00f3n. El resultado puede ser renderizado en un \u00e1rea asociada a uno o varios elementos canvas, o procesado sin salida (por ejemplo, al ejecutar tareas computacionales). La separaci\u00f3n de etapas facilita la distribuci\u00f3n de la creaci\u00f3n de recursos y las operaciones de preparaci\u00f3n en diferentes manejadores que pueden ejecutarse en diferentes hilos.\n<li class=\"l\"> Un enfoque diferente para el manejo de estados. En WebGPU se proponen dos objetos: GPURenderPipeline y GPUComputePipeline, que permiten combinar diversos estados predefinidos por el desarrollador, lo que permite al navegador no gastar recursos en realizar tareas adicionales, como la recompilaci\u00f3n de sombreados. Entre los estados admitidos se incluyen: sombreados, configuraciones de b\u00faferes de v\u00e9rtices y atributos, configuraciones de grupos adjuntos, mezcla, profundidad y plantillas, formatos de salida despu\u00e9s del renderizado.\n<li class=\"l\"> Un modelo de vinculaci\u00f3n, que recuerda en gran medida a las herramientas de agrupaci\u00f3n de recursos existentes en Vulkan. Para agrupar recursos en WebGPU se proporciona el objeto GPUBindGroup, que durante la grabaci\u00f3n de comandos se puede vincular con otros objetos similares para su uso en sombreadores. La creaci\u00f3n de tales grupos permite al controlador ejecutar con anticipaci\u00f3n las acciones preparatorias necesarias, y al navegador le permite cambiar las vinculaciones de recursos entre las llamadas de renderizado de manera significativamente m\u00e1s r\u00e1pida. La disposici\u00f3n de las vinculaciones de recursos puede definirse de antemano mediante el objeto GPUBindGroupLayout.  <\/ul>\n<p>Fuente: <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 5.0.2 - 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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