{"id":107760,"date":"2023-04-06T12:48:22","date_gmt":"2023-04-06T10:48:22","guid":{"rendered":"https:\/\/prohoster.info\/?p=107760"},"modified":"2023-04-06T17:07:09","modified_gmt":"2023-04-06T15:07:09","slug":"v-chrome-budet-vklyuchena-podderzhka-webgpu","status":"publish","type":"post","link":"https:\/\/prohoster.info\/hr\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"Chrome \u0107e uklju\u010diti podr\u0161ku za WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Tvrtka Google najavila je uklju\u010divanje podr\u0161ke za grafi\u010dki API WebGPU i jezik sjen\u010danja WGSL (WebGPU Shading Language) kao zadanu opciju u verziji Chrome 113, \u010dije je pu\u0161tanje planirano za 2. svibnja. WebGPU nudi su\u010delje sli\u010dno Vulkanu, Metalu i Direct3D 12 za izvo\u0111enje operacija na strani GPU-a, poput renderiranja i ra\u010dunalnih procesa, te omogu\u0107ava kori\u0161tenje jezika sjen\u010danja za pisanje programa koji rade na strani GPU-a. Implementacija WebGPU \u0107e isprva biti dostupna samo u verzijama za ChromeOS, macOS i Windows. Podr\u0161ka za WebGPU na Linuxu i Androidu bit \u0107e aktivirana kasnije.       <\/p>\n<p>Osim Chromea, eksperimentalna podr\u0161ka za WebGPU testira se od travnja 2020. u Firefoxu i od studenog 2021. u Safariju. Da biste uklju\u010dili WebGPU u Firefox, potrebno je u about:config postaviti zastavice dom.webgpu.enabled i gfx.webgpu.force-enabled. O planovima za uklju\u010divanje WebGPU prema zadanim postavkama u Firefox i Safari jo\u0161 nije objavljeno. Razvijene za Firefox i Chrome implementacije WebGPU dostupne su u obliku zasebnih biblioteka \u2014 Dawn (C++) i wgpu (Rust), koje se mogu koristiti za integraciju podr\u0161ke za WebGPU u vlastite aplikacije. Tako\u0111er se radi na dodavanju podr\u0161ke za WebGPU u popularne JavaScript biblioteke koje izvorno koriste WebGL. Na primjer, potpuna podr\u0161ka za WebGPU ve\u0107 je najavljena u Babylon.js, dok je djelomi\u010dna podr\u0161ka dostupna u Three.js, PlayCanvas i TensorFlow.js.       <\/p>\n<p>Konceptualno, WebGPU se razlikuje od WebGL otprilike onako kako se grafi\u010dki API Vulkan razlikuje od OpenGL, ali pri tome WebGPU ne oslanja se na odre\u0111eni grafi\u010dki API, ve\u0107 predstavlja univerzalni sloj koji koristi iste niskorazinske primitive prisutne u Vulkanu, Metalu i Direct3D. WebGPU aplikacijama na JavaScriptu pru\u017ea sredstva za niskorazinsku kontrolu organizacije, obrade i slanja komandi GPU-u, upravljanja povezanim resursima, memorijom, baferima, objektima tekstura i kompajliranim grafi\u010dkim sjenama. Takav pristup omogu\u0107uje pove\u0107anu u\u010dinkovitost grafi\u010dkih aplikacija smanjenjem re\u017eijskih tro\u0161kova i pobolj\u0161anjem efikasnosti rada s GPU-om.     <\/p>\n<p>WebGPU omogu\u0107uje stvaranje slo\u017eenih 3D projekata za web koji rade jednako dobro kao i samostalni programi koji direktno koriste Vulkan, Metal ili Direct3D, ali nisu vezani uz odre\u0111ene platforme. WebGPU tako\u0111er nudi dodatne mogu\u0107nosti prilikom portiranja izvornih grafi\u010dkih programa u oblik koji mo\u017ee raditi na temelju web tehnologija, zahvaljuju\u0107i kompilaciji u WebAssembly. Osim 3D grafike, WebGPU obuhva\u0107a i mogu\u0107nosti povezane s izvo\u0111enjem izra\u010duna na GPU-u i izvr\u0161avanjem \u0161ejdera.       <\/p>\n<p>Klju\u010dne zna\u010dajke WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Odvojeno upravljanje resursima, pripremnim radovima i slanjem komandi u GPU (u WebGL jedan objekt je odgovarao za sve odjednom). Pru\u017ea se tri odvojena konteksta: GPUDevice za kreiranje resursa poput tekstura i bafera; GPUCommandEncoder za kodiranje pojedina\u010dnih komandi, uklju\u010duju\u0107i faze renderiranja i izra\u010duna; GPUCommandBuffer za postavljanje u red za izvr\u0161avanje na GPU. Rezultat se mo\u017ee prikazati u podru\u010dju povezanom s jednim ili vi\u0161e elemenata canvas-a, ili se mo\u017ee obraditi bez izla\u017eenja (na primjer, pri pokretanju ra\u010dunskih zadataka). Razdvajanje faza pojednostavljuje raspodjelu stvaranja resursa i pripremnih operacija u razli\u010dite obrtnike koji se mogu izvoditi u razli\u010ditim nitima.    <\/li>\n<li class=\"l\"> Druga\u010diji pristup pri obradi stanja. U WebGPU se nude dva objekta \u2014 GPURenderPipeline i GPUComputePipeline, koji omogu\u0107uju kombiniranje razli\u010ditih stanja unaprijed definiranih od strane programera, \u0161to omogu\u0107ava pregledniku da ne tro\u0161i resurse na dodatni rad, kao \u0161to je ponovna kompilacija sjena. Me\u0111u podr\u017eanim stanjima su: sjene, rasporedi vertex buffer-a i atributa, rasporedi grupiranih veza, mije\u0161anje, dubina i \u0161abloni, formati izlaza nakon renderiranja.    <\/li>\n<li class=\"l\"> Model vezivanja, koji u mnogo \u010demu podsje\u0107a na prisutne u Vulkan sredstvima grupiranja resursa. Za objedinjavanje resursa u grupe, WebGPU pru\u017ea objekt GPUBindGroup, koji se prilikom zapisivanja komandi mo\u017ee povezati s drugim sli\u010dnim objektima za kori\u0161tenje u sjenilima. Kreiranje ovakvih grupa omogu\u0107ava drajveru da unaprijed izvr\u0161i potrebne pripremne radnje, a pregledniku znatno br\u017ee mijenjati veze resursa izme\u0111u poziva renderiranja. Raspored veza resursa mo\u017ee se unaprijed definirati pomo\u0107u objekta GPUBindGroupLayout.  <\/li>\n<\/ul>\n<p>Izvor: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58929\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Google \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0438 \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e API WebGPU \u0438 \u044f\u0437\u044b\u043a\u0430 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 WGSL (WebGPU Shading Language) \u0432 \u0432\u0435\u0442\u043a\u0435 Chrome 113, \u0440\u0435\u043b\u0438\u0437 \u043a\u043e\u0442\u043e\u0440\u043e\u0439 \u043d\u0430\u043c\u0435\u0447\u0435\u043d \u043d\u0430 2 \u043c\u0430\u044f. WebGPU \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u0441\u0445\u043e\u0436\u0438\u0439 \u0441 Vulkan, Metal \u0438 Direct3D 12 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u043d\u044b\u0439 \u0438\u043d\u0442\u0435\u0440\u0444\u0435\u0439\u0441 \u0434\u043b\u044f \u0432\u044b\u043f\u043e\u043b\u043d\u0435\u043d\u0438\u044f \u043e\u043f\u0435\u0440\u0430\u0446\u0438\u0439 \u043d\u0430 \u0441\u0442\u043e\u0440\u043e\u043d\u0435 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 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u044f\u0437\u044b\u043a [&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-107760","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.5 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Google \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0438 \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e API WebGPU \u0438 \u044f\u0437\u044b\u043a\u0430 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 WGSL (WebGPU Shading Language) 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