{"id":75813,"date":"2020-03-28T19:42:24","date_gmt":"2020-03-28T17:42:24","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx"},"modified":"2020-03-28T19:42:24","modified_gmt":"2020-03-28T17:42:24","slug":"collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","status":"publish","type":"post","link":"https:\/\/prohoster.info\/es\/blog\/news\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","title":{"rendered":"Collabora desarrolla una capa para trabajar con OpenCL y OpenGL sobre DirectX.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>La empresa Collabora <noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/news-and-blog\/news-and-events\/introducing-opencl-and-opengl-on-directx.html\">ha presentado<\/a><\/noindex> nuevo controlador Gallium para Mesa, que implementa una capa para gestionar el API OpenCL 1.2 y OpenGL 3.3 sobre controladores con soporte para DirectX 12 (D3D12). C\u00f3digo <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/kusma\/mesa\/-\/tree\/msclc-d3d12\">publicado<\/a><\/noindex> bajo licencia MIT.<\/p>\n<p>El controlador propuesto permite utilizar Mesa en dispositivos que inicialmente no soportan OpenCL y OpenGL, as\u00ed como servir como punto de partida para portar aplicaciones OpenGL\/OpenCL para funcionar sobre D3D12. Para los fabricantes de GPU, el subsistema ofrece la posibilidad de proporcionar soporte para OpenCL y OpenGL, siempre que solo haya controladores con soporte de D3D12. <\/p>\n<p>Entre los planes m\u00e1s cercanos se destaca lograr la completa superaci\u00f3n de las pruebas de compatibilidad con OpenCL 1.2 y OpenGL 3.3, la verificaci\u00f3n de compatibilidad con aplicaciones e inclusi\u00f3n de desarrollos en la base principal de Mesa. El desarrollo se lleva a cabo junto a ingenieros de Microsoft, que est\u00e1n desarrollando    <noindex><a rel=\"nofollow\" href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-translation-layer-and-d3d11on12-are-now-open-source\/\">abierto<\/a><\/noindex> un conjunto de herramientas <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D11On12\">D3D11On12<\/a><\/noindex> para la traducci\u00f3n de juegos de D3D11 a D3D12 y la biblioteca <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D12TranslationLayer\">D3D12TranslationLayer<\/a><\/noindex>, que implementa primitivas gr\u00e1ficas est\u00e1ndar sobre D3D12. <\/p>\n<p>La implementaci\u00f3n incluye un controlador Gallium, un compilador OpenCL, un entorno de ejecuci\u00f3n OpenCL y un compilador de sombreadores NIR-to-DXIL, que transforma la representaci\u00f3n intermedia de los sombreadores NIR usada en Mesa en el formato binario DXIL (DirectX Intermediate Language), soportado en DirectX 12 y basado en el bytecode LLVM 3.7 (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/DirectXShaderCompiler\">Compilador de Sombreadores de DirectX<\/a><\/noindex> de Microsoft, que es esencialmente un fork ampliado de LLVM 3.7). El compilador OpenCL se ha preparado sobre la base de los desarrollos del proyecto LLVM y las herramientas <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/SPIRV-LLVM-Translator\">SPIRV-LLVM<\/a><\/noindex>.<\/p>\n<p>Los textos fuente con extensiones OpenCL se compilan mediante clang en un pseudoc\u00f3digo intermedio LLVM (LLVM IR), que luego se transforma en la representaci\u00f3n intermedia de n\u00facleos OpenCL en formato SPIR-V. Los n\u00facleos en la representaci\u00f3n SPIR-V se pasan a Mesa, se traducen al formato NIR, se optimizan y se env\u00edan a NIR-to-DXIL para generar sombreadores de computaci\u00f3n en el formato DXIL, adecuados para su ejecuci\u00f3n en GPU usando un entorno de ejecuci\u00f3n basado en DirectX 12.<br \/>\nEn lugar de Clover, que se usa en la implementaci\u00f3n de OpenCL de Mesa, se ha propuesto un nuevo entorno de ejecuci\u00f3n OpenCL, que permite m\u00e1s conversiones directas al API de DirectX 12.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/assets\/images\/blog\/opencl-compiler-overview.png\"><img decoding=\"async\" alt=\"Collabora desarrolla una capa para trabajar con OpenCL y OpenGL sobre DirectX.\" src=\"\/wp-content\/uploads\/2020\/03\/194f364cee846f77fa730f828e4db726.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>Los controladores de OpenCL y OpenGL se han preparado utilizando la interfaz Gallium proporcionada en Mesa, que permite al crear controladores no profundizar en los detalles espec\u00edficos de OpenGL y traducir las llamadas de OpenGL en entidades que est\u00e1n m\u00e1s cercanas a las primitivas gr\u00e1ficas que manejan las GPU modernas. El controlador Gallium recibe comandos de OpenGL y, al involucrar al traductor NIR-to-DXIL<br \/>\nforma los buffers de comandos que se ejecutan en la GPU, utilizando el controlador D3D12.<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Fuente: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52625\">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 \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u043d\u043e\u0432\u044b\u0439 Gallium-\u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u0434\u043b\u044f Mesa, \u0440\u0435\u0430\u043b\u0438\u0437\u0443\u044e\u0449\u0438\u0439 \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 API OpenCL 1.2 \u0438 OpenGL 3.3 \u043f\u043e\u0432\u0435\u0440\u0445 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 DirectX 12 (D3D12). \u041a\u043e\u0434 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 MIT. \u041f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u043d\u044b\u0439 \u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c Mesa \u043d\u0430 \u0443\u0441\u0442\u0440\u043e\u0439\u0441\u0442\u0432\u0430\u0445, \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e \u043d\u0435 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u044e\u0449\u0438\u0445 OpenCL \u0438 OpenGL, \u0430 \u0442\u0430\u043a\u0436\u0435 \u0432 \u043a\u0430\u0447\u0435\u0441\u0442\u0432\u0435 \u0441\u0442\u0430\u0440\u0442\u043e\u0432\u043e\u0439 \u043f\u043e\u0437\u0438\u0446\u0438\u0438 \u0434\u043b\u044f \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f OpenGL\/OpenCL-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0434\u043b\u044f \u0440\u0430\u0431\u043e\u0442\u044b \u043f\u043e\u0432\u0435\u0440\u0445 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":75814,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-75813","post","type-post","status-publish","format-standard","has-post-thumbnail","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\u043c\u043f\u0430\u043d\u0438\u044f Collabora 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