{"id":55263,"date":"2020-01-16T00:00:00","date_gmt":"2020-01-15T21:00:00","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/opublikovan-graficheskij-standart-vulkan-1-2"},"modified":"2020-02-18T14:03:22","modified_gmt":"2020-02-18T11:03:22","slug":"opublikovan-graficheskij-standart-vulkan-1-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/fr\/blog\/news\/opublikovan-graficheskij-standart-vulkan-1-2","title":{"rendered":"La norme graphique Vulkan 1.2 a \u00e9t\u00e9 publi\u00e9e","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Le consortium Khronos, qui d\u00e9veloppe des normes graphiques,<br \/>\n<noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/news\/press\/khronos-group-releases-vulkan-1.2\">a publi\u00e9<\/a><\/noindex> la sp\u00e9cification <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/vulkan\/\">Vulkan 1.2<\/a><\/noindex>, qui d\u00e9finit l'API pour acc\u00e9der aux capacit\u00e9s graphiques et de calcul des GPU. La nouvelle sp\u00e9cification int\u00e8gre les corrections accumul\u00e9es au cours de deux ans et  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/vulkan\/#apispecs\">les extensions<\/a><\/noindex>. Les pilotes prenant en charge la nouvelle version de Vulkan ont d\u00e9j\u00e0 \u00e9t\u00e9 <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/issues\/1162\">publi\u00e9s par<\/a><\/noindex> Intel, <noindex><a rel=\"nofollow\" href=\"https:\/\/www.amd.com\/en\/support\/kb\/release-notes\/rn-rad-win-20-1-2\">AMD<\/a><\/noindex>, ARM, Imagination Technologies et <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.nvidia.com\/vulkan-driver\">NVIDIA<\/a><\/noindex>. Dans Mesa, le support de Vulkan 1.2 est propos\u00e9 pour les pilotes <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/mesa\/mesa\/merge_requests\/3410\">RADV<\/a><\/noindex> (cartes AMD) et <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/mesa\/mesa\/merge_requests\/3409\">ANV<\/a><\/noindex> (Intel). Le support de Vulkan 1.2 a \u00e9galement \u00e9t\u00e9 impl\u00e9ment\u00e9 dans le d\u00e9bogueur <noindex><a rel=\"nofollow\" href=\"https:\/\/renderdoc.org\/\">RenderDoc 1.6<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/www.lunarg.com\/vulkan-sdk\/\">LunarG Vulkan SDK<\/a><\/noindex> et le jeu d'exemples <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Samples\">Vulkan-Samples<\/a><\/noindex>.<\/p>\n<p>Principales <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/assets\/uploads\/apis\/Vulkan-1-2-Launch_Jan20.pdf\">nouveaut\u00e9s<\/a><\/noindex>:<\/p>\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/blog\/hlsl-first-class-vulkan-shading-language\">La mise en \u0153uvre du langage de programmation des shaders<\/a><\/noindex> HLSL <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/HLSL\">, d\u00e9velopp\u00e9 par Microsoft pour DirectX, a \u00e9t\u00e9 port\u00e9e \u00e0 la disponibilit\u00e9 g\u00e9n\u00e9rale. Le support de HLSL dans Vulkan permet d'utiliser les m\u00eames shaders HLSL dans des applications bas\u00e9es sur Vulkan et DirectX, tout en facilitant la traduction de HLSL en SPIR-V. Pour compiler les shaders, il est conseill\u00e9 d'utiliser le compilateur standard<\/a><\/noindex>DXC<br \/>\n<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Microsoft\/DirectXShaderCompiler\">, qui a \u00e9t\u00e9 publi\u00e9 par Microsoft en 2017 et repose sur la technologie LLVM. Le support de Vulkan est mis en \u0153uvre via un backend distinct, permettant de traduire HLSL en repr\u00e9sentation interm\u00e9diaire des shaders SPIR-V. L'impl\u00e9mentation couvre non seulement toutes les fonctionnalit\u00e9s int\u00e9gr\u00e9es<\/a><\/noindex>HLSL, y compris les types math\u00e9matiques, le contr\u00f4le de flux, les fonctions, les ensembles, les types de ressources, les espaces de noms, Shader Model 6.2, structures et m\u00e9thodes, mais permet \u00e9galement d'utiliser des extensions sp\u00e9cifiques \u00e0 Vulkan, telles que VKRay de NVIDIA. Dans le mode HLSL au-dessus de Vulkan, des jeux tels que Destiny 2, Red Dead Redemption II, Assassin\u2019s Creed Odyssey et Tomb Raider ont \u00e9t\u00e9 organis\u00e9s.<br \/>\nHLSL, y compris les types math\u00e9matiques, les flux de contr\u00f4le, les fonctions, les ensembles, les types de ressources, les espaces de noms, Shader Model 6.2, les structures et les m\u00e9thodes, et permet \u00e9galement d'utiliser des extensions sp\u00e9cifiques \u00e0 Vulkan, telles que VKRay de NVIDIA. En mode HLSL sur Vulkan, il a \u00e9t\u00e9 possible d'organiser le fonctionnement de jeux tels que Destiny 2, Red Dead Redemption II, Assassin's Creed Odyssey et Tomb Raider.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/assets\/uploads\/blogs\/2020-blog-microsoft-dxc-compiler-supports-vulkan-dx12-code-gen_1.jpg\"><img decoding=\"async\" alt=\"La norme graphique Vulkan 1.2 a \u00e9t\u00e9 publi\u00e9e\" src=\"\/wp-content\/uploads\/2020\/01\/e6da0b0397b1320c69fe55770a441fc2.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> SPIR-V 1.5 <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/spir-v\/\">, qui d\u00e9finit une repr\u00e9sentation interm\u00e9diaire universelle pour toutes les plateformes pour les shaders, pouvant \u00eatre utilis\u00e9e \u00e0 la fois pour le graphisme et le calcul parall\u00e8le.<\/a><\/noindex>SPIR-V implique la mise en place d'une phase distincte de compilation des shaders en repr\u00e9sentation interm\u00e9diaire, ce qui permet de cr\u00e9er des frontends pour diff\u00e9rents langages de haut niveau. Sur la base de diverses impl\u00e9mentations de haut niveau, un code interm\u00e9diaire unique est g\u00e9n\u00e9r\u00e9, pouvant \u00eatre utilis\u00e9 par les pilotes OpenGL, Vulkan et OpenCL sans utiliser de compilateur de shaders int\u00e9gr\u00e9.<br \/>\nLe principal API Vulkan inclut 23 extensions, permettant d'augmenter la performance, d'am\u00e9liorer la qualit\u00e9 visuelle et de simplifier le d\u00e9veloppement. Parmi les extensions ajout\u00e9es : <\/p>\n<p><center><img decoding=\"async\" alt=\"La norme graphique Vulkan 1.2 a \u00e9t\u00e9 publi\u00e9e\" src=\"\/wp-content\/uploads\/2020\/01\/48f8f20b43967bc39fd097bb893ec328.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> L'API principale de Vulkan comprend 23 extensions qui ont permis d'augmenter les performances, d'am\u00e9liorer la qualit\u00e9 d'affichage et de simplifier le d\u00e9veloppement. Parmi les extensions ajout\u00e9es :\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/blog\/vulkan-timeline-semaphores\">S\u00e9maphores chronologiques<\/a><\/noindex> (S\u00e9maphore chronologique), unifiant les synchronisations avec l'h\u00f4te et les files d'attente de p\u00e9riph\u00e9riques (permettant de se passer d'un seul primitive pour synchronisation bidirectionnelle entre le p\u00e9riph\u00e9rique et l'h\u00f4te, sans utiliser de primitives distinctes VkFence et VkSemaphore). Les nouveaux s\u00e9maphores sont pr\u00e9sent\u00e9s sous la forme d'une valeur 64 bits monotoniquement croissante, pouvant \u00eatre suivie et mise \u00e0 jour dans plusieurs threads.<br \/>\n<center><img decoding=\"async\" alt=\"La norme graphique Vulkan 1.2 a \u00e9t\u00e9 publi\u00e9e\" src=\"\/wp-content\/uploads\/2020\/01\/83a1ccf089034dbe720225c88bd3cb79.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Possibilit\u00e9 d'utiliser des types num\u00e9riques \u00e0 pr\u00e9cision r\u00e9duite dans les shaders ;\n<li class=\"l\"> Version compatible HLSL de la disposition de m\u00e9moire ;\n<li class=\"l\"> Ressources non li\u00e9es (bindless), supprimant la limite du nombre de ressources disponibles pour les shaders gr\u00e2ce \u00e0 l'utilisation d'un espace virtuel commun de m\u00e9moire syst\u00e8me et de m\u00e9moire GPU ;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/blog\/vulkan-has-just-become-the-worlds-first-graphics-api-with-a-formal-memory-model.-so-what-is-a-memory-model-and-why-should-i-care\">Mod\u00e8le de m\u00e9moire formel<\/a><\/noindex>, d\u00e9finissant comment les threads ex\u00e9cut\u00e9s en parall\u00e8le peuvent acc\u00e9der aux donn\u00e9es partag\u00e9es et aux op\u00e9rations de synchronisation ;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.youtube.com\/watch?v=tXipcoeuNh4\">Indexation des descripteurs<\/a><\/noindex> pour la r\u00e9utilisation des descripteurs de disposition dans plusieurs shaders ;\n<li class=\"l\"> Liens de noyaux.\n<\/ul>\n<p> Liste compl\u00e8te des extensions ajout\u00e9es :<\/p>\n<ul>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_8bit_storage.txt\">VK_KHR_8bit_storage<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_buffer_device_address.txt\">VK_KHR_buffer_device_address<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_create_renderpass2.txt\">VK_KHR_create_renderpass2<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_depth_stencil_resolve.txt\">VK_KHR_depth_stencil_resolve<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_draw_indirect_count.txt\">VK_KHR_draw_indirect_count<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_driver_properties.txt\">VK_KHR_driver_properties<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_image_format_list.txt\">VK_KHR_image_format_list<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_imageless_framebuffer.txt\">VK_KHR_imageless_framebuffer<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_sampler_mirror_clamp_to_edge.txt\">VK_KHR_sampler_mirror_clamp_to_edge<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_separate_depth_stencil_layouts.txt\">VK_KHR_separate_depth_stencil_layouts<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_atomic_int64.txt\">VK_KHR_shader_atomic_int64<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_float16_int8.txt\">VK_KHR_shader_float16_int8<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_float_controls.txt\">VK_KHR_shader_float_controls<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_subgroup_extended_types.txt\">VK_KHR_shader_subgroup_extended_types<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_spirv_1_4.txt\">VK_KHR_spirv_1_4<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_timeline_semaphore.txt\">VK_KHR_timeline_semaphore<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_uniform_buffer_standard_layout.txt\">VK_KHR_uniform_buffer_standard_layout<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_vulkan_memory_model.txt\">VK_KHR_vulkan_memory_model<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_descriptor_indexing.txt\">VK_EXT_descriptor_indexing<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_host_query_reset.txt\">VK_EXT_host_query_reset<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_sampler_filter_minmax.txt\">VK_EXT_sampler_filter_minmax<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_scalar_block_layout.txt\">VK_EXT_scalar_block_layout<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_separate_stencil_usage.txt\">VK_EXT_separate_stencil_usage<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_shader_viewport_index_layer.txt\">VK_EXT_shader_viewport_index_layer<\/a><\/noindex>\n<\/ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/vulkan\/specs\/1.2\/html\/vkspec.html#versions-1.2\">Ajout\u00e9<\/a><\/noindex> plus de 50 nouvelles structures et 13 fonctions ;\n<li class=\"l\"> Des versions abr\u00e9g\u00e9es des sp\u00e9cifications pour les plateformes cibles sp\u00e9cifiques ont \u00e9t\u00e9 pr\u00e9par\u00e9es, simplifiant le travail sur des plateformes pour lesquelles toutes les extensions ne sont pas encore prises en charge, et permettant de se passer d'une activation s\u00e9lective des capacit\u00e9s de base de l'API Vulkan.\n<li class=\"l\"> Le projet visant \u00e0 assurer la portabilit\u00e9 avec d'autres API graphiques a \u00e9t\u00e9 poursuivi. Par exemple, dans Vulkan, des extensions ont \u00e9t\u00e9 propos\u00e9es pour traduire OpenGL (<noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=49538\">Zink<\/a><\/noindex>), OpenCL (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/google\/clspv\">clspv<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kpet\/clvk\">clvk<\/a><\/noindex>), OpenGL ES (GLOVE, Angle) et DirectX (<noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52042\">DXVK<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=48648\">vkd3d<\/a><\/noindex>) via l'API Vulkan, ainsi que, vice versa, pour assurer le fonctionnement de Vulkan sur des plateformes sans son support natif (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/gfx-rs\/gfx\">gfx-rs<\/a><\/noindex> et <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/DragonJoker\/Ashes\">Ashes<\/a><\/noindex> pour fonctionner au-dessus d'OpenGL et DirectX, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/MoltenVK\">MoltenVK<\/a><\/noindex> et gfx-rs pour fonctionner au-dessus de Metal).<br \/>\nDes extensions ont \u00e9t\u00e9 ajout\u00e9es pour am\u00e9liorer la compatibilit\u00e9 avec DirectX et HLSL.<br \/>\nVK_KHR_host_query_reset, VK_KHR_uniform_buffer_standard_layout, VK_EXT_scalar_block_layout, VK_KHR_separate_stencil_usage, VK_KHR_separate_depth_stencil_layouts, ainsi que des fonctionnalit\u00e9s sp\u00e9cifiques HLSL ont \u00e9t\u00e9 mises en \u0153uvre dans SPIR-V.<\/p>\n<\/ul>\n<p>Parmi les plans futurs, le d\u00e9veloppement d'extensions pour l'apprentissage machine, le ray tracing, l'encodage et le d\u00e9codage vid\u00e9o, le support de VRS (variable-rate shading) et des Mesh shaders est \u00e0 noter.<\/p>\n<p>Rappelons que l'API Vulkan <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=43887\">se distingue<\/a><\/noindex> r\u00e9volutionne les pilotes avec une simplification radicale, en d\u00e9pla\u00e7ant la g\u00e9n\u00e9ration des commandes GPU c\u00f4t\u00e9 application, en permettant la connexion de couches de d\u00e9bogage, en unifiant l'API pour diff\u00e9rentes plateformes et en appliquant une repr\u00e9sentation interm\u00e9diaire pr\u00e9compil\u00e9e du code pour l'ex\u00e9cution c\u00f4t\u00e9 GPU. Pour assurer des performances \u00e9lev\u00e9es et pr\u00e9visibles, Vulkan offre aux applications des moyens de g\u00e9rer directement les op\u00e9rations GPU et int\u00e8gre un support pour le traitement multithread des commandes GPU, ce qui minimise les surcharges introduites par le pilote, et les capacit\u00e9s mises en \u0153uvre c\u00f4t\u00e9 pilote deviennent significativement simplifi\u00e9es et plus pr\u00e9visibles. Par exemple, des op\u00e9rations telles que la gestion de la m\u00e9moire et le traitement des erreurs, qui sont mises en \u0153uvre dans OpenGL c\u00f4t\u00e9 pilote, sont transf\u00e9r\u00e9es au niveau de l'application dans Vulkan.<\/p>\n<p>Vulkan couvre toutes les plateformes disponibles et fournit une API unique pour les syst\u00e8mes de bureau, mobiles et Web, permettant d'utiliser une API commune pour divers GPU et domaines d'application. Gr\u00e2ce \u00e0 l'architecture multicouche de Vulkan, qui permet de cr\u00e9er des outils fonctionnant avec n'importe quel GPU, les fabricants de mat\u00e9riel peuvent utiliser lors du d\u00e9veloppement des outils standardis\u00e9s pour la v\u00e9rification de code, le d\u00e9bogage et le profilage. Pour la cr\u00e9ation de shaders, un nouvel interm\u00e9diaire portable, SPIR-V, bas\u00e9 sur LLVM et utilisant des technologies fondamentales communes \u00e0 OpenCL, est propos\u00e9. Pour la gestion des p\u00e9riph\u00e9riques et des \u00e9crans dans Vulkan, une interface WSI (Window System Integration) est propos\u00e9e, visant \u00e0 r\u00e9soudre \u00e0 peu pr\u00e8s les m\u00eames probl\u00e8mes que EGL dans OpenGL ES. La prise en charge de WSI est disponible par d\u00e9faut dans Wayland \u2014 toutes les applications utilisant Vulkan peuvent \u00eatre ex\u00e9cut\u00e9es dans des environnements de serveurs Wayland non modifi\u00e9s. La possibilit\u00e9 de fonctionner via WSI est \u00e9galement assur\u00e9e pour Android, X11 (avec DRI3), Windows, Tizen, macOS et iOS.<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Source : <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52194\">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 Khronos, \u0437\u0430\u043d\u0438\u043c\u0430\u044e\u0449\u0438\u0439\u0441\u044f \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u043e\u0439 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u0441\u0442\u0430\u043d\u0434\u0430\u0440\u0442\u043e\u0432, \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u044e Vulkan 1.2, \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u044f\u044e\u0449\u0443\u044e API \u0434\u043b\u044f \u0434\u043e\u0441\u0442\u0443\u043f\u0430 \u043a \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u043c \u0438 \u0432\u044b\u0447\u0438\u0441\u043b\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u043c \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u044f\u043c GPU. \u041d\u043e\u0432\u0430\u044f \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u044f \u0432\u043e\u0431\u0440\u0430\u043b\u0430 \u0432 \u0441\u0435\u0431\u044f \u043d\u0430\u043a\u043e\u043f\u0438\u0432\u0448\u0438\u0435\u0441\u044f \u0437\u0430 \u0434\u0432\u0430 \u0433\u043e\u0434\u0430 \u0438\u0441\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u044f \u0438 \u0440\u0430\u0441\u0448\u0438\u0440\u0435\u043d\u0438\u044f. \u0414\u0440\u0430\u0439\u0432\u0435\u0440\u044b \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 \u043d\u043e\u0432\u043e\u0439 \u0432\u0435\u0440\u0441\u0438\u0438 Vulkan \u0443\u0436\u0435 \u0432\u044b\u043f\u0443\u0441\u0442\u0438\u043b\u0438 \u043a\u043e\u043c\u043f\u0430\u043d\u0438\u0438 Intel, AMD, ARM, Imagination Technologies \u0438 NVIDIA. \u0412 Mesa \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 Vulkan 1.2 \u043f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u0430 \u0434\u043b\u044f [&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-55263","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 Khronos, 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