Sabbin injunan samarwa na OpenGL da Vulkan an ƙara su zuwa GTK

Masu haɓaka ɗakin karatu na GTK sun ba da sanarwar samar da sabbin injunan fassara guda biyu - “ngl” da “vulkan”, ta amfani da OpenGL (GL 3.3+ da GLES 3.0+) da Vulkan graphics APIs. Sabbin injuna an haɗa su a cikin gwajin gwaji na GTK 4.13.6. A cikin reshen GTK na gwaji, injin ngl yanzu ana amfani da shi ta tsohuwa, amma idan an gano manyan matsaloli a cikin reshe na 4.14 na barga na gaba, za a dawo da tsohuwar injin “gl”.

Sabbin injuna an sanya su azaman haɗin kai kuma an haɗa su daga tushe guda ɗaya. Mahimmancin haɗin kai shine, ana amfani da Vulkan API a matsayin ginshiƙi, wanda a samansa an ƙirƙiri wani matakin abstraction daban don OpenGL, la'akari da bambance-bambancen da ke tsakanin OpenGL da Vulkan. Wannan tsarin ya ba da damar yin amfani da kayan aikin gama gari a cikin injuna biyu don sarrafa jadawali, sauye-sauye, sassauƙan rubutu da glyphs. Haɗin kai kuma ya sauƙaƙa mahimmancin kula da tushen lambar injinan biyu tare da kiyaye su na zamani da aiki tare.

Ba kamar tsohuwar injin gl ba, wanda ya yi amfani da inuwa mai sauƙi don kowane nau'in kumburin sa kuma yana sake tsara bayanan lokaci-lokaci yayin yin nunin allo, sabbin injinan maimakon yin nunin allo suna amfani da hadadden shader (ubershader) wanda ke fassara bayanan daga ma'ajin. . A cikin nau'i na yanzu, sabon aiwatarwa har yanzu yana baya bayan tsohon dangane da matakin ingantawa, tun da babban abin da ake mayar da hankali a matakin yanzu shine akan aiki daidai da sauƙi na kulawa.

Sabbin siffofi da suka ɓace a cikin tsohuwar injin gl:

  • Contour smoothing - yana ba ku damar adana cikakkun bayanai da kuma cimma daidaitattun kwantena.
    Sabbin injunan samarwa na OpenGL da Vulkan an ƙara su zuwa GTK
  • Samar da gradients na sabani, wanda zai iya amfani da kowane adadin launuka da anti-aliasing (a cikin injin gl, layin layi kawai, radial da conical gradients tare da launuka tasha 6 an tallafawa).
    Sabbin injunan samarwa na OpenGL da Vulkan an ƙara su zuwa GTK
  • Ma'auni na juzu'i, wanda ke ba ka damar saita ƙimar ma'auni mara ƙima, alal misali, lokacin amfani da sikelin 125% don taga 1200x800, za a ba da buffer na 1500x1000, kuma ba 2400x1600 ba kamar yadda yake a cikin tsohuwar injin.
  • Goyon bayan fasahar DMA-BUF don amfani da GPUs da yawa da sauke ayyukan mutum ɗaya zuwa wani GPU.
  • Yawancin nodes ɗin da suka sami matsala a tsohuwar aiwatarwa ana sarrafa su daidai.

Ƙuntatawa na sababbin injuna sun haɗa da rashin goyon baya don matsayi ta hanyar ƙimar da ba lamba ba (matsayi na yanki) da kuma glshader nodes, wanda aka ɗaure su da siffofi na tsohuwar injiniya, kuma waɗanda ba su da mahimmanci bayan ƙara goyon baya ga nodes tare da masks (mask) da laushi tare da nuna gaskiya. An kuma ambaci cewa akwai yuwuwar samun matsala tare da direbobi masu hoto da ke tasowa saboda canje-canjen hanyar aiki tare da direbobi.

A nan gaba, dangane da sabon tsarin haɗin kai, ƙirƙirar injunan yin amfani da Metal a cikin macOS da DirectX a cikin Windows ba a cire su ba, amma ƙirƙirar irin waɗannan injunan yana da rikitarwa ta hanyar amfani da wasu harsuna don shaders (“ngl”). ” da “vulkan” injuna suna amfani da yaren GLSL, don haka Metal da Direct za su yi kwafin shaders ko kuma su yi amfani da Layer dangane da kayan aikin SPIRV-Cross).

Shirye-shiryen gaba sun haɗa da samar da goyon baya na HDR da kayan aiki don sarrafa launi daidai, goyon baya ga hanyar da aka yi a gefen GPU, ikon yin glyphs, ƙaddamar da rafi, da haɓaka aiki don tsofaffi da na'urori masu ƙarfi. A halin yanzu, aikin injin "vulkan" yana kusa da aikin tsohuwar injin "gl". Injin "ngl" yana da ƙasa da aiki zuwa tsohuwar injin "gl", amma aikin da ake da shi ya isa don nunawa a 60 ko 144 FPS. Ana sa ran cewa yanayin zai canza bayan ingantawa.

source: budenet.ru

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