{"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\/et\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C esitas mustandi WebGPU standardist","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>W3C konsortsium esitas esimesed mustandid WebGPU ja WebGPU Shading Language (WGSL) spetsifikatsioonidest, mis m\u00e4\u00e4ratlevad API GPU operatsioonide, nagu renderdamine ja arvutused, teostamiseks, samuti shaderite keele GPU poolel t\u00f6\u00f6tavate programmide kirjutamiseks. Konceptuaalselt sarnane API-le Vulkan, Metal ja Direct3D 12. Spetsifikatsioonid on koostatud t\u00f6\u00f6r\u00fchmaga, kuhu kuuluvaid insenere Mozilla, Google, Apple ja Microsoft.    <\/p>\n<p>Konceptuaalselt erineb WebGPU WebGL-st umbes sama palju kui graafiline API Vulkan erineb OpenGL-st, kuid ei p\u00f5hine konkreetsel graafilisel API-l, vaid esindab universaalset vahekihti, mis kasutab samu madala taseme primitiive, mis on olemas Vulkanis, Metal'is ja Direct3D-s. WebGPU annab JavaScripti rakendustele madala taseme kontrolli GPU korralduse, t\u00f6\u00f6tlemise ja k\u00e4skude edastamise \u00fcle, samuti seotud ressursside, m\u00e4lu, puut\u00f6\u00f6tlemise, tekstuuriobjektide ja kodeeritud graafiliste shaderite haldamise. Sarnane l\u00e4henemine v\u00f5imaldab saavutada graafika rakenduste k\u00f5rgemat j\u00f5udlust madalamatelt kuludelt ja suuremast efektiivsusest GPU-ga.     <\/p>\n<p>WebGPU v\u00f5imaldab veebis luua keerulisi 3D-projekte, mis toimivad samav\u00e4\u00e4rselt kui eraldi programmid, mis otse suhelda Vulkan, Metal v\u00f5i Direct3D-ga, kuid ei ole seotud konkreetsete platvormidega. WebGPU pakub ka lisaeeliseid natiivsete graafikaprogrammide portimiseks vormi, mis suudab t\u00f6\u00f6tada veebitehnoloogiate alusel, t\u00e4nu WebAssembly'sse kompileerimisele. Lisaks 3D-graafikale katab WebGPU ka v\u00f5imalusi, mis on seotud arvutuste k\u00e4itamise viimisega GPU-le ja shaderite teostamisega.       <\/p>\n<p>WebGPU peamised omadused:  <\/p>\n<ul>\n<li class=\"l\"> Eraldi ressursside, ettevalmistust\u00f6\u00f6de ja GPU-dele k\u00e4skude edastamine (WebGL-is vastutas \u00fcks objekt kogu selle eest). Pakutakse kolm eraldi konteksti: GPUDevice ressursside, nagu tekstuurid ja puhversalvestus, loomiseks; GPUCommandEncoder eraldi k\u00e4skude kodeerimiseks, sealhulgas renderdamise ja arvutamisetappide jaoks; GPUCommandBuffer, et edastada GPU-le t\u00e4itmiseks. Tulemusi v\u00f5ib joonistada alale, mis on seotud \u00fche v\u00f5i mitme canvas elementidega, v\u00f5i t\u00f6\u00f6delda ilma v\u00e4ljundita (n\u00e4iteks arvutus\u00fclesannete t\u00e4itmisel). Etappide jagamine lihtsustab ressursside loomise ja ettevalmistavate operatsioonide lahus hoidmist erinevates t\u00f6\u00f6tlejatest, mis v\u00f5ivad t\u00f6\u00f6tada erinevates voogudes.\n<li class=\"l\"> Teistsugune l\u00e4henemine olekute t\u00f6\u00f6tlemisel. WebGPU pakub kahte objekti - GPURenderPipeline ja GPUComputePipeline, mis v\u00f5imaldavad kombineerida erinevaid olekuid, mis on arendaja poolt eelnevalt m\u00e4\u00e4ratud, andes brauserile v\u00f5imaluse mitte kulutada ressursse t\u00e4iendava t\u00f6\u00f6, n\u00e4iteks shaderite uuesti kompileerimise, tegemiseks. Toetatud olekute hulka kuuluvad: shaderid, tipupuhvrite ja atribuutide paigutused, k\u00fclge kinnitatud r\u00fchmade paigutused, segamine, s\u00fcgavus ja mallid, v\u00e4ljundiformaadid p\u00e4rast renderdamist.\n<li class=\"l\"> Sidumise mudel, mis meenutab paljuski Vulkanis olemasolevaid ressursside grupi kujundamise vahendeid. WebGPU-s on ressursside r\u00fchmitamiseks ette n\u00e4htud objekt GPUBindGroup, mida saab k\u00e4skude kirjutamise ajal seondada teiste sarnaste objektidega, et neid shaderites kasutada. Selliste gruppide loomine v\u00f5imaldab draiveril eelnevalt vajalikud ettevalmistavad toimingud teostada ja annab brauserile, et ressursside seotusi saaks kiiremini muuta renderdamiskutsude vahel. Ressursside seotuse paigutus v\u00f5ib olla eelnevalt m\u00e4\u00e4ratud objekti GPUBindGroupLayout abil.  <\/ul>\n<p>Allikas: <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 5.0.1.1 - 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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