{"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\/fr\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C a pr\u00e9sent\u00e9 une version pr\u00e9liminaire de la norme WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Le Consortium W3C a pr\u00e9sent\u00e9 les premi\u00e8res \u00e9bauches des sp\u00e9cifications WebGPU et WebGPU Shading Language (WGSL), d\u00e9finissant une API pour r\u00e9aliser des op\u00e9rations sur le GPU, telles que le rendu et les calculs, ainsi qu'un langage de shaders pour \u00e9crire des programmes ex\u00e9cut\u00e9s c\u00f4t\u00e9 GPU, conceptuellement similaire aux API Vulkan, Metal et Direct3D 12. Les sp\u00e9cifications ont \u00e9t\u00e9 pr\u00e9par\u00e9es par un groupe de travail compos\u00e9 d'ing\u00e9nieurs de Mozilla, Google, Apple et Microsoft.    <\/p>\n<p>Conceptuellement, WebGPU diff\u00e8re de WebGL \u00e0 peu pr\u00e8s de la m\u00eame mani\u00e8re que l'API graphique Vulkan diff\u00e8re de OpenGL, mais contrairement \u00e0 cela, il ne repose pas sur une API graphique sp\u00e9cifique, mais repr\u00e9sente une couche universelle utilisant les m\u00eames primitives basse-niveau que celles pr\u00e9sentes dans Vulkan, Metal et Direct3D. WebGPU fournit aux applications JavaScript les moyens de contr\u00f4ler de mani\u00e8re basse-niveau l'organisation, le traitement et la transmission des commandes au GPU, ainsi que la gestion des ressources associ\u00e9es, de la m\u00e9moire, des buffers, des objets de textures et des shaders graphiques compil\u00e9s. Une telle approche permet d'obtenir une meilleure performance des applications graphiques en r\u00e9duisant les frais g\u00e9n\u00e9raux et en am\u00e9liorant l'efficacit\u00e9 du travail avec le GPU.     <\/p>\n<p>WebGPU permet de cr\u00e9er sur le Web des projets 3D complexes qui fonctionnent aussi bien que des programmes autonomes interagissant directement avec Vulkan, Metal ou Direct3D, sans \u00eatre li\u00e9s \u00e0 des plateformes sp\u00e9cifiques. WebGPU offre \u00e9galement des fonctionnalit\u00e9s suppl\u00e9mentaires lors du portage d'applications graphiques natives sous une forme capable de fonctionner sur des technologies web, gr\u00e2ce \u00e0 la compilation en WebAssembly. En plus de la 3D, WebGPU couvre \u00e9galement les possibilit\u00e9s li\u00e9es \u00e0 l'ex\u00e9cution de calculs sur le GPU et \u00e0 l'ex\u00e9cution de shaders.       <\/p>\n<p>Caract\u00e9ristiques cl\u00e9s de WebGPU :  <\/p>\n<ul>\n<li class=\"l\"> Gestion s\u00e9par\u00e9e des ressources, des travaux pr\u00e9paratoires et de l'envoi de commandes au GPU (dans WebGL, un seul objet g\u00e9rait tout cela). Trois contextes s\u00e9par\u00e9s sont fournis : GPUDevice pour la cr\u00e9ation de ressources telles que des textures et des tampons ; GPUCommandEncoder pour l'encodage de commandes individuelles, y compris les phases de rendu et de calcul ; GPUCommandBuffer pour \u00eatre mis en file d'attente pour ex\u00e9cution sur le GPU. Le r\u00e9sultat peut \u00eatre dessin\u00e9 dans une zone associ\u00e9e \u00e0 un ou plusieurs \u00e9l\u00e9ments canvas, ou trait\u00e9 sans affichage (par exemple, lors de l'ex\u00e9cution de t\u00e2ches de calcul). La s\u00e9paration des \u00e9tapes facilite la dissociation de la cr\u00e9ation de ressources et des op\u00e9rations pr\u00e9paratoires dans diff\u00e9rents gestionnaires, qui peuvent \u00eatre ex\u00e9cut\u00e9s dans des threads diff\u00e9rents.\n<li class=\"l\"> Une approche diff\u00e9rente pour le traitement des \u00e9tats. WebGPU propose deux objets \u2014 GPURenderPipeline et GPUComputePipeline, permettant de combiner diff\u00e9rents \u00e9tats, pr\u00e9alablement d\u00e9finis par le d\u00e9veloppeur, ce qui permet au navigateur de ne pas gaspiller des ressources en effectuant des travaux suppl\u00e9mentaires, tels que la recompilation des shaders. Parmi les \u00e9tats pris en charge : shaders, agencements des tampons de sommets et des attributs, agencements des groupes attach\u00e9s, m\u00e9lange, profondeur et mod\u00e8les, formats de sortie apr\u00e8s le rendu.\n<li class=\"l\"> Un mod\u00e8le d'association, semblable aux m\u00e9canismes de regroupement de ressources pr\u00e9sents dans Vulkan. Pour regrouper des ressources dans WebGPU, un objet GPUBindGroup est fourni, qui peut \u00eatre li\u00e9 \u00e0 d'autres objets similaires lors de l'enregistrement des commandes pour \u00eatre utilis\u00e9 dans les shaders. La cr\u00e9ation de tels groupes permet au pilote d'effectuer \u00e0 l'avance les pr\u00e9paratifs n\u00e9cessaires, et au navigateur de changer les liaisons de ressources beaucoup plus rapidement entre les appels de rendu. La disposition des liaisons de ressources peut \u00eatre d\u00e9finie \u00e0 l'avance \u00e0 l'aide de l'objet GPUBindGroupLayout.  <\/ul>\n<p>Source : <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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