{"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 esitles WebGPU eeln\u00f5u","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>W3C konsortsium esitles WebGPU ja WebGPU Shading Language (WGSL) esimeseid kavandeid, mis m\u00e4\u00e4ratlevad API GPU-operatsioonide, nagu renderdamine ja arvutused, teostamiseks, samuti varjude keele, mis v\u00f5imaldab kirjutada GPU-l t\u00f6\u00f6tavaid programme. See on m\u00f5istetelt sarnane API-dega Vulkan, Metal ja Direct3D 12. Spetsiifikad on koostatud t\u00f6\u00f6tavate r\u00fchmade poolt, kuhu kuuluvad insenerid ettev\u00f5tetest Mozilla, Google, Apple ja Microsoft.    <\/p>\n<p>M\u00f5isted WebGPU erineb WebGL-st samamoodi nagu graafika API Vulkan erineb OpenGL-st, kuid see ei p\u00f5hine teatud graafika API-l, vaid on universaalne kiht, mis kasutab samu madala taseme primitiive, mis on olemas Vulkanis, Metals ja Direct3D-s. WebGPU pakub JavaScripti rakendustele madala taseme kontrolli GPU korralduse, t\u00f6\u00f6tlemise ja k\u00e4skude edastamise \u00fcle, haldab seotud ressursse, m\u00e4lu, bufreid, tekstuuri objekte ja kompileeritud graafika varjundeid. Selline l\u00e4henemine v\u00f5imaldab saavutada k\u00f5rgemat graafika rakenduste j\u00f5udlust, v\u00e4hendades kulusid ja suurendades GPU t\u00f5husust.     <\/p>\n<p>WebGPU v\u00f5imaldab luua keerulisi 3D-projekte veebis, mis toimivad sama h\u00e4sti kui iseseisvad programmid, mis sinu otse Vulkaniga, Metaliga v\u00f5i Direct3D-ga suhtlevad, kuid pole seotud konkreetsete platvormidega. WebGPU pakub ka t\u00e4iendavaid v\u00f5imalusi, kui \u00fcleviida natiivseid graafikaprogramme kujul, mis suudab t\u00f6\u00f6tada veebitehnoloogiate p\u00f5hjal, t\u00e4nu compileerimisele WebAssembly'ks. Lisaks 3D-graafikale sisaldab WebGPU ka arvutusprotsesside GPU-le suunamise ja varjude teostamise v\u00f5imalusi.       <\/p>\n<p>WebGPU peamised omadused:  <\/p>\n<ul>\n<li class=\"l\"> Erakordne ressursside haldamine, ettevalmistust\u00f6\u00f6d ja k\u00e4skude edastamine GPU-s (WebGL-is vastutas \u00fche objekt k\u00f5igi eest). Pakutakse kolme eraldi konteksti: GPUDevice ressursside, nagu tekstuuride ja puhverside, loomiseks; GPUCommandEncoder eraldi k\u00e4skude kodeerimiseks, sealhulgas renderdamise ja arvutusetapid; GPUCommandBuffer, et j\u00e4rjekorda panna t\u00e4itmiseks GPU-s. Tulemuse saab joonistada ala, mis on seotud \u00fche v\u00f5i mitme canvas elemendiga, v\u00f5i t\u00f6\u00f6delda ilma v\u00e4ljundita (n\u00e4iteks arvutus\u00fclesannete k\u00e4ivitamisel). Etappide jagamine lihtsustab ressursside loomise ja ettevalmistust\u00f6\u00f6de eraldamist erinevatesse t\u00f6\u00f6tlejatesse, mis v\u00f5ivad t\u00f6\u00f6tada erinevates voogudes.\n<li class=\"l\"> Teistsugune l\u00e4henemine olekute t\u00f6\u00f6tlemisele. WebGPU-s on ette n\u00e4htud kaks objekti \u2014 GPURenderPipeline ja GPUComputePipeline, mis v\u00f5imaldavad arendajal kombineerida erinevaid olekuid, andes brauserile v\u00f5imaluse s\u00e4\u00e4sta ressursse, v\u00e4ltides t\u00e4iendavat t\u00f6\u00f6d, nagu n\u00e4iteks shaderite uuesti kompileerimine. Toetatud olekute hulka kuuluvad: shaderid, tipupufferite ja atribuutide jaotused, k\u00fclge kinnitatud r\u00fchmade jaotused, segamine, s\u00fcgavus ja mallid, v\u00e4ljundiformaadid p\u00e4rast renderdamist.\n<li class=\"l\"> Sidumismudel, mis sarnaneb suuresti Vulkanis esinevatele ressursside r\u00fchmitamise vahenditele. WebGPU-s on ressursside r\u00fchmadeks \u00fchendamiseks ette n\u00e4htud objekt GPUBindGroup, mida saab k\u00e4skude kirjutamise ajal siduda teiste sarnaste objektide abil, et neid shaderites kasutada. Selliste grupide loomine annab draiverile v\u00f5imaluse eelnevalt t\u00e4ita vajalikud ettevalmistust\u00f6\u00f6d ja v\u00f5imaldab brauseril ressursi sidumisi oluliselt kiiremini vahetada renderdamiskutsungite vahel. Ressursi sidumiste paigutust saab eelnevalt m\u00e4\u00e4ratleda GPUBindGroupLayout objekti 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 5.0.0.1 - 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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