Matsayin zane-zane Vulkan 1.2 wanda aka buga

Ƙungiyar Khronos, wanda ke haɓaka matakan zane-zane,
wallafa ƙayyadaddun bayanai Vulkan 1.2, wanda ke bayyana API don samun dama ga zane-zane da damar yin lissafi na GPU. Sabuwar ƙayyadaddun ya haɗa da gyare-gyaren da aka tara sama da shekaru biyu da fadada. Direbobin da ke goyan bayan sabon sigar Vulkan sun riga sun kasance saki Kamfanin Intel, AMD, ARM, Imagination Technologies da NVDIA. Mesa yana ba da tallafin Vulkan 1.2 don direbobi RADV (AMD cards) da kuma ANV (Intel). Hakanan ana aiwatar da tallafin Vulkan 1.2 a cikin mai cirewa RenderDoc 1.6, LunarG Vulkan SDK da kuma jerin misalai Vulkan-Samples.

Main sababbin abubuwa:

  • Aka kawo muku aiwatar da yaren shirye-shiryen shader har sai an shirya don amfani da tartsatsi HLSL, Microsoft ya haɓaka don DirectX. Tallafin HLSL a cikin Vulkan yana ba da damar yin amfani da inuwa iri ɗaya na HLSL a cikin aikace-aikacen da suka danganci Vulkan da DirectX, kuma yana sauƙaƙe fassarar daga HLSL zuwa SPIR-V. Don haɗa inuwa, ana ba da shawarar yin amfani da daidaitaccen mai tarawa
    DXC, wanda Microsoft ya buɗe a cikin 2017 kuma ya dogara ne akan fasahar LLVM. Ana aiwatar da tallafin Vulkan ta hanyar baya baya, wanda ke ba ku damar fassara HLSL zuwa matsakaicin wakilci na SPIR-V shaders. Aiwatar da ba kawai duk ginanniyar damar iyakoki ba
    HLSL, gami da nau'ikan lissafi, gudanawar sarrafawa, ayyuka, saiti, nau'ikan albarkatu, wuraren suna, Shader Model 6.2, tsari da hanyoyin, amma kuma yana ba da damar amfani da ƙayyadaddun ƙayyadaddun Vulkan kamar VKRay daga NVIDIA. A cikin yanayin HLSL a saman Vulkan, yana yiwuwa a tsara aikin wasanni kamar Destiny 2, Red Dead Redemption II, Assassin's Creed Odyssey da Tomb Raider.

    Matsayin zane-zane Vulkan 1.2 wanda aka buga

  • An sabunta ƙayyadaddun bayanai SPIR-V 1.5, wanda ke bayyana wakilcin tsaka-tsaki na shaders wanda ke da duniya don duk dandamali kuma ana iya amfani dashi don duka zane-zane da lissafin layi daya.
    SPIR-V ya ƙunshi raba wani lokaci na tattara shader daban zuwa matsakaicin wakilci, wanda ke ba ku damar ƙirƙirar gaba don manyan harsuna daban-daban. Dangane da aiwatar da manyan matakai daban-daban, ana samar da lambar tsaka-tsaki guda ɗaya daban, wacce direbobin OpenGL, Vulkan da OpenCL za su iya amfani da su ba tare da amfani da ginanniyar haɗar shader ba.

    Matsayin zane-zane Vulkan 1.2 wanda aka buga

  • Babban Vulkan API ya haɗa da kari na 23 waɗanda ke haɓaka aiki, haɓaka ingancin samarwa, da sauƙaƙe haɓakawa. Daga cikin ƙarin kari:
    • Semaphores na zamani (Timeline semaphore), haɗa haɗin kai tare da mai watsa shiri da jerin gwanon na'ura (ba ku damar amfani da na farko ɗaya don aiki tare tsakanin na'urar da mai watsa shiri, ba tare da amfani da keɓancewar VkFence da VkSemaphore na farko ba). Sabbin semaphores ana wakilta su ta hanyar haɓaka ƙimar 64-bit guda ɗaya wanda za'a iya sa ido da sabunta su a cikin zaren da yawa.
      Matsayin zane-zane Vulkan 1.2 wanda aka buga

    • Ability don amfani da nau'ikan lambobi tare da rage madaidaici a cikin shaders;
    • Zaɓin shimfidar žwažwalwar ajiya na HLSL;
    • Abubuwan da ba a ɗaure su ba (marasa ɗaure), wanda ke kawar da iyakancewa akan adadin albarkatun da ake samu ga shaders ta hanyar amfani da sararin sararin samaniya na ƙwaƙwalwar ajiya da ƙwaƙwalwar GPU;
    • Samfurin ƙwaƙwalwar ajiya na yau da kullun, wanda ke bayyana yadda zaren da ke tare da juna zai iya samun damar yin amfani da bayanan da aka raba da ayyukan aiki tare;
    • Fihirisar siffantawa don sake amfani da bayanan shimfidar wuri a cikin inuwa da yawa;
    • Hanyoyin haɗi.

    Cikakken jerin ƙarin kari:

  • An kara fiye da 50 sabon tsarin da ayyuka 13;
  • An shirya gajerun juzu'ai na ƙayyadaddun ƙayyadaddun ƙayyadaddun ƙayyadaddun ƙayyadaddun dandamali, sauƙaƙe aiki akan dandamali waɗanda duk kari ba a tallafawa ba tukuna, kuma yana ba mu damar yin ba tare da zaɓin kunna ainihin damar API na Vulkan ba.
  • Ana ci gaba da aiki akan aikin don tabbatar da ɗaukar hoto tare da wasu APIs masu hoto. Misali, Vulkan yana ba da kari wanda ke ba da damar fassarar OpenGL (Zink), OpenCL (clsv, clvk), OpenGL ES (GLOVE, Angle) da DirectX (Rariya, vkd3d) ta hanyar Vulkan API, da kuma, akasin haka, don bawa Vulkan damar yin aiki a kan dandamali ba tare da goyon baya na asali ba (gfx-rs и toka don aiki a saman OpenGL da DirectX, TsarkakkanVK da gfx-rs don yin aiki a saman Metal).
    Ƙara kari don inganta dacewa tare da DirectX da HLSL
    VK_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, da SPIR-V aiwatar da takamaiman iya aiki HL.SL.

Tsare-tsare na gaba sun haɗa da haɓaka haɓakawa don koyan injin, binciken ray, rikodin rikodin bidiyo da yanke hukunci, tallafi ga VRS (shading mai canzawa) da kuma inuwa na Mesh.

Ka tuna cewa Vulkan API na ban mamaki Sauƙaƙe masu tsattsauran ra'ayi na direbobi, motsa ƙarni na umarni na GPU zuwa gefen aikace-aikacen, ikon haɗa yadudduka debugging, haɗin API don dandamali daban-daban da kuma amfani da wakilcin tsaka-tsaki na precompiled na lambar don aiwatarwa a gefen GPU. Don tabbatar da babban aiki da tsinkaya, Vulkan yana ba da aikace-aikace tare da sarrafa kai tsaye akan ayyukan GPU da tallafi na asali don GPU Multi-threading, wanda ke rage girman direba kuma yana sa ikon gefen direba ya fi sauƙi kuma mai iya faɗi. Misali, ayyuka kamar sarrafa ƙwaƙwalwar ajiya da sarrafa kuskure, waɗanda aka aiwatar a cikin OpenGL a gefen direba, ana matsar da su zuwa matakin aikace-aikacen a cikin Vulkan.

Vulkan ya keɓanta duk dandamali da ake da su kuma yana ba da API guda ɗaya don tebur, wayar hannu, da gidan yanar gizo, yana ba da damar API gama gari don amfani da su a cikin GPUs da aikace-aikace da yawa. Godiya ga tsarin gine-ginen multilayer na Vulkan, wanda ke nufin kayan aikin da ke aiki tare da kowane GPU, OEMs na iya amfani da daidaitattun kayan aikin masana'antu don sake duba lambar, zamewa, da bayanin martaba yayin haɓakawa. Don ƙirƙirar inuwa, sabon wakilci mai ɗaukar hoto, SPIR-V, an ƙaddamar da shi, dangane da LLVM da raba mahimman fasahar tare da OpenCL. Don sarrafa na'urori da fuska, Vulkan yana ba da tsarin haɗin gwiwar WSI (Window System Integration), wanda ke magance kusan matsaloli iri ɗaya kamar EGL a cikin OpenGL ES. Ana samun tallafin WSI daga cikin akwatin a cikin Wayland - duk aikace-aikacen da ke amfani da Vulkan na iya gudana a cikin yanayin sabar Wayland da ba a gyara ba. Hakanan ana ba da ikon yin aiki ta hanyar WSI don Android, X11 (tare da DRI3), Windows, Tizen, macOS da iOS.

source: budenet.ru

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