{"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\/hu\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"A W3C bemutatta a WebGPU szabv\u00e1ny tervezet\u00e9t.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>A W3C konzorcium bemutatta a WebGPU \u00e9s a WebGPU Shading Language (WGSL) specifik\u00e1ci\u00f3k els\u0151 v\u00e1zlatait, amelyek API-t hat\u00e1roznak meg GPU m\u0171veletek, p\u00e9ld\u00e1ul renderel\u00e9s \u00e9s sz\u00e1m\u00edt\u00e1sok v\u00e9grehajt\u00e1s\u00e1ra, valamint egy \u00e1rny\u00e9kol\u00e1si nyelvet a GPU oldal\u00e1n fut\u00f3 programok \u00edr\u00e1s\u00e1hoz. Ez a koncepci\u00f3 hasonl\u00edt a Vulkan, Metal \u00e9s Direct3D 12 API-hoz. A specifik\u00e1ci\u00f3kat egy munkacsoport k\u00e9sz\u00edtette, amelybe a Mozilla, a Google, az Apple \u00e9s a Microsoft m\u00e9rn\u00f6kei tartoztak.    <\/p>\n<p>A WebGPU koncepcion\u00e1lisan a WebGL-t\u0151l k\u00f6r\u00fclbel\u00fcl \u00fagy k\u00fcl\u00f6nb\u00f6zik, ahogyan a Vulkan grafikus API k\u00fcl\u00f6nb\u00f6zik az OpenGL-t\u0151l, de nem alapul konkr\u00e9t grafikus API-n, hanem egy univerz\u00e1lis r\u00e9teget k\u00e9pvisel, amely ugyanolyan alacsony szint\u0171 primit\u00edveket haszn\u00e1l, mint amik a Vulkan, Metal \u00e9s Direct3D eset\u00e9ben el\u00e9rhet\u0151k. A WebGPU lehet\u0151s\u00e9get biztos\u00edt a JavaScript-alap\u00fa alkalmaz\u00e1sok sz\u00e1m\u00e1ra, hogy alacsony szint\u0171 kontrollt gyakoroljanak a GPU parancsok szervez\u00e9s\u00e9re, feldolgoz\u00e1s\u00e1ra \u00e9s tov\u00e1bb\u00edt\u00e1s\u00e1ra, valamint a kapcsol\u00f3d\u00f3 er\u0151forr\u00e1sok, mem\u00f3ria, puffer, text\u00fara objektumok \u00e9s leford\u00edtott grafikus \u00e1rny\u00e9kol\u00f3k kezel\u00e9s\u00e9re. Ez a megk\u00f6zel\u00edt\u00e9s lehet\u0151v\u00e9 teszi a grafikai alkalmaz\u00e1sok magasabb teljes\u00edtm\u00e9ny\u00e9nek el\u00e9r\u00e9s\u00e9t a k\u00f6lts\u00e9gek cs\u00f6kkent\u00e9s\u00e9vel \u00e9s a GPU-ra gyakorolt hat\u00e9konys\u00e1g n\u00f6vel\u00e9s\u00e9vel.     <\/p>\n<p>A WebGPU lehet\u0151s\u00e9get ad arra, hogy a Web sz\u00e1m\u00e1ra \u00f6sszetett 3D projekteket hozzunk l\u00e9tre, amelyek nem rosszabbul m\u0171k\u00f6dnek, mint az elk\u00fcl\u00f6n\u00edtett programok, amelyek k\u00f6zvetlen\u00fcl a Vulkan, Metal vagy Direct3D haszn\u00e1lat\u00e1val kommunik\u00e1lnak, de nem k\u00f6t\u0151dnek konkr\u00e9t platformokhoz. A WebGPU tov\u00e1bbi lehet\u0151s\u00e9geket biztos\u00edt nat\u00edv grafikai programok webtechnol\u00f3gi\u00e1kra t\u00f6rt\u00e9n\u0151 portol\u00e1s\u00e1hoz a WebAssembly-be val\u00f3 ford\u00edt\u00e1ssal. A 3D grafik\u00e1n k\u00edv\u00fcl a WebGPU olyan funkci\u00f3kat is mag\u00e1ban foglal, amelyek a sz\u00e1m\u00edt\u00e1sok GPU-ra val\u00f3 kihelyez\u00e9s\u00e9vel \u00e9s az \u00e1rny\u00e9kol\u00f3k v\u00e9grehajt\u00e1s\u00e1val kapcsolatosak.       <\/p>\n<p>A WebGPU kulcsfontoss\u00e1g\u00fa jellemz\u0151i:  <\/p>\n<ul>\n<li class=\"l\"> K\u00fcl\u00f6n\u00e1ll\u00f3 er\u0151forr\u00e1skezel\u00e9s, el\u0151k\u00e9sz\u00edt\u0151 munk\u00e1latok \u00e9s utas\u00edt\u00e1sok \u00e1tad\u00e1sa a GPU sz\u00e1m\u00e1ra (a WebGL-ben egy objektum felelt meg minden\u00e9rt). H\u00e1rom k\u00fcl\u00f6n\u00e1ll\u00f3 kontextus \u00e1ll rendelkez\u00e9sre: GPUDevice a text\u00far\u00e1k \u00e9s pufferek l\u00e9trehoz\u00e1s\u00e1hoz; GPUCommandEncoder az egyes utas\u00edt\u00e1sok k\u00f3dol\u00e1s\u00e1hoz, bele\u00e9rtve a renderel\u00e9si \u00e9s sz\u00e1m\u00edt\u00e1si szakaszokat; GPUCommandBuffer az utas\u00edt\u00e1sok GPU-ra val\u00f3 v\u00e9grehajt\u00e1sra val\u00f3 sorba \u00e1ll\u00edt\u00e1s\u00e1hoz. Az eredm\u00e9nyt egy vagy t\u00f6bb canvas elemhez kapcsol\u00f3d\u00f3 ter\u00fcleten lehet megjelen\u00edteni, vagy kiadhat\u00f3 output n\u00e9lk\u00fcl (p\u00e9ld\u00e1ul sz\u00e1m\u00edt\u00e1si feladatok v\u00e9grehajt\u00e1sakor). A szakaszok elk\u00fcl\u00f6n\u00edt\u00e9se megk\u00f6nny\u00edti az er\u0151forr\u00e1sok l\u00e9trehoz\u00e1s\u00e1nak \u00e9s az el\u0151k\u00e9sz\u00edt\u0151 m\u0171veleteknek a k\u00fcl\u00f6nb\u00f6z\u0151 kezel\u0151kbe val\u00f3 sz\u00e9tv\u00e1laszt\u00e1s\u00e1t, amelyek k\u00fcl\u00f6nb\u00f6z\u0151 sz\u00e1lakban futtathat\u00f3k.\n<li class=\"l\"> Elt\u00e9r\u0151 megk\u00f6zel\u00edt\u00e9s az \u00e1llapotkezel\u00e9sben. A WebGPU k\u00e9t objektumot k\u00edn\u00e1l - GPURenderPipeline \u00e9s GPUComputePipeline, amelyek lehet\u0151v\u00e9 teszik a fejleszt\u0151 \u00e1ltal el\u0151re meghat\u00e1rozott k\u00fcl\u00f6nb\u00f6z\u0151 \u00e1llapotok kombin\u00e1l\u00e1s\u00e1t, ezzel megakad\u00e1lyozva a b\u00f6ng\u00e9sz\u0151t abban, hogy tov\u00e1bbi er\u0151forr\u00e1sokat pazaroljon, mint p\u00e9ld\u00e1ul a shaderek \u00fajra-kompil\u00e1l\u00e1sa. A t\u00e1mogatott \u00e1llapotok k\u00f6z\u00f6tt szerepelnek: shaderek, a vertex buffer \u00e9s attrib\u00fatum elrendez\u00e9se, a csatolt csoportok elrendez\u00e9se, kever\u00e9s, m\u00e9lys\u00e9g \u00e9s sablonok, a renderel\u00e9s ut\u00e1ni kimeneti form\u00e1tumok.\n<li class=\"l\"> A k\u00f6t\u0151d\u00e9si modell, amely nagym\u00e9rt\u00e9kben hasonl\u00edt a Vulkan \u00e1ltal biztos\u00edtott er\u0151forr\u00e1s-csoportos\u00edt\u00f3 eszk\u00f6z\u00f6kh\u00f6z. Az er\u0151forr\u00e1sok csoportos\u00edt\u00e1s\u00e1hoz a WebGPU a GPUBindGroup objektumot biztos\u00edt, amelyet parancsok \u00edr\u00e1sa sor\u00e1n m\u00e1s hasonl\u00f3 objektumokkal lehet \u00f6sszekapcsolni a shaderek haszn\u00e1lat\u00e1hoz. Az ilyen csoportok l\u00e9trehoz\u00e1sa lehet\u0151v\u00e9 teszi a meghajt\u00f3nak, hogy el\u0151re elv\u00e9gezze a sz\u00fcks\u00e9ges el\u0151k\u00e9sz\u00edt\u00e9si l\u00e9p\u00e9seket, m\u00edg a b\u00f6ng\u00e9sz\u0151 sz\u00e1m\u00e1ra jelent\u0151sen gyorsabb er\u0151forr\u00e1s-k\u00f6t\u00e9sek v\u00e1lt\u00e1s\u00e1t teszi lehet\u0151v\u00e9 a kirajzol\u00e1s h\u00edv\u00e1sai k\u00f6z\u00f6tt. Az er\u0151forr\u00e1sok elrendez\u00e9se el\u0151re meghat\u00e1rozhat\u00f3 a GPUBindGroupLayout objektum seg\u00edts\u00e9g\u00e9vel.  <\/ul>\n<p>Forr\u00e1s: <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 5.0.3 - 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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