{"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\/it\/blog\/novosti-interneta\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"In Chrome sar\u00e0 attivato il supporto per WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Google ha annunciato l'attivazione predefinita del supporto per l'API grafico WebGPU e per il linguaggio di shader WGSL (WebGPU Shading Language) nella versione di Chrome 113, il cui rilascio \u00e8 previsto per il 2 maggio. WebGPU offre un'interfaccia di programmazione simile a Vulkan, Metal e Direct3D 12 per l'esecuzione di operazioni lato GPU, come il rendering e i calcoli, e permette di utilizzare un linguaggio di shader per scrivere programmi che operano sulla GPU. L'implementazione di WebGPU sar\u00e0 inizialmente inclusa solo nelle build per ChromeOS, macOS e Windows. Il supporto per WebGPU su Linux e Android sar\u00e0 attivato successivamente.       <\/p>\n<p>Oltre a Chrome, il supporto sperimentale per WebGPU \u00e8 stato testato da aprile 2020 in Firefox e da novembre 2021 in Safari. Per attivare WebGPU in Firefox, \u00e8 necessario impostare i flag dom.webgpu.enabled e gfx.webgpu.force-enabled in about:config. Al momento non ci sono notizie sui piani per abilitare WebGPU per impostazione predefinita in Firefox e Safari. Le implementazioni di WebGPU in sviluppo per Firefox e Chrome sono disponibili sotto forma di librerie separate \u2014 Dawn (C++) e wgpu (Rust), che possono essere utilizzate per integrare il supporto di WebGPU nelle proprie applicazioni. Si sta anche lavorando per aggiungere il supporto di WebGPU nelle popolari librerie JavaScript che utilizzano inizialmente WebGL. Ad esempio, il supporto completo per WebGPU \u00e8 gi\u00e0 stato dichiarato in Babylon.js, mentre un supporto parziale in Three.js, PlayCanvas e TensorFlow.js.       <\/p>\n<p>Concettualmente, WebGPU si distingue da WebGL in modo simile a quanto fa l'API grafico Vulkan con OpenGL, ma WebGPU non si basa su un API grafico specifico; piuttosto, funge da strato universale che utilizza gli stessi primitivi a basso livello presenti in Vulkan, Metal e Direct3D. WebGPU offre alle applicazioni JavaScript gli strumenti per un controllo a basso livello sull'organizzazione, l'elaborazione e l'invio di comandi alla GPU, gestendo risorse correlate, memoria, buffer, oggetti texture e shader grafici compilati. Questo approccio consente di ottenere performance superiori nelle applicazioni grafiche riducendo le spese generali e migliorando l'efficienza del lavoro con la GPU.     <\/p>\n<p>WebGPU consente di creare progetti 3D complessi per il Web, funzionanti altrettanto bene quanto le applicazioni autonome che utilizzano direttamente Vulkan, Metal o Direct3D, ma non legate a piattaforme specifiche. WebGPU offre anche ulteriori vantaggi nella portabilit\u00e0 delle applicazioni grafiche native in una forma in grado di funzionare basata su tecnologie web, grazie alla compilazione in WebAssembly. Oltre alla grafica 3D, WebGPU include anche funzionalit\u00e0 relative all'elaborazione dei calcoli sulla GPU e all'esecuzione di shader.       <\/p>\n<p>Caratteristiche principali di WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Gestione separata delle risorse, dei lavori preparatori e della trasmissione dei comandi alla GPU (in WebGL un oggetto gestiva tutto contemporaneamente). Vengono forniti tre contesti separati: GPUDevice per la creazione di risorse come texture e buffer; GPUCommandEncoder per la codifica di comandi singoli, comprese le fasi di rendering e calcolo; GPUCommandBuffer per l'inserimento in coda per l'esecuzione sulla GPU. Il risultato pu\u00f2 essere disegnato in un'area associata a uno o pi\u00f9 elementi canvas, oppure elaborato senza output (ad esempio, durante l'esecuzione di compiti di calcolo). La separazione delle fasi semplifica la distribuzione della creazione delle risorse e delle operazioni preparatorie in diversi gestori, che possono essere eseguiti in thread separati.    <\/li>\n<li class=\"l\"> Un approccio diverso nella gestione degli stati. In WebGPU sono proposti due oggetti \u2014 GPURenderPipeline e GPUComputePipeline, che permettono di combinare diversi stati, definiti in anticipo dallo sviluppatore, consentendo cos\u00ec al browser di non sprecare risorse in operazioni aggiuntive come la ricompilazione degli shader. Tra gli stati supportati ci sono: shader, layout dei buffer dei vertici e degli attributi, layout dei gruppi allegati, miscelazione, profondit\u00e0 e modelli, formati di output dopo il rendering.    <\/li>\n<li class=\"l\"> Un modello di binding, simile agli strumenti di raggruppamento delle risorse presenti in Vulkan. Per raggruppare le risorse in WebGPU \u00e8 disponibile un oggetto GPUBindGroup, che pu\u00f2 essere collegato ad altri oggetti simili durante la registrazione dei comandi per l'uso negli shader. La creazione di tali gruppi consente al driver di eseguire in anticipo le operazioni preparatorie necessarie e al browser di cambiare rapidamente i binding delle risorse tra le chiamate di rendering. Il layout dei binding delle risorse pu\u00f2 essere definito in anticipo tramite l'oggetto GPUBindGroupLayout.  <\/li>\n<\/ul>\n<p>Fonte: <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-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - 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) \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. 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WebGPU fornisce un'interfaccia di programmazione simile a Vulkan, Metal e Direct3D 12 per eseguire operazioni lato GPU, come il rendering e i calcoli, e consente l'utilizzo del linguaggio","canonical_url":"https:\/\/prohoster.info\/it\/blog\/novosti-interneta\/v-chrome-budet-vklyuchena-podderzhka-webgpu","robots":"max-image-preview:large","keywords":"","webmasterTools":{"miscellaneous":""},"schema":null,"og:locale":"it_IT","og:site_name":"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 \u0445\u043e\u0441\u0442\u0438\u043d\u0433 \u0434\u043b\u044f \u0441\u0430\u0439\u0442\u043e\u0432 \u0441 \u0437\u0430\u0449\u0438\u0442\u043e\u0439 \u043e\u0442 DDoS, VPS VDS \u0441\u0435\u0440\u0432\u0435\u0440\u044b","og:type":"article","og:title":"\ud83e\udd47\u0412 Chrome \u0431\u0443\u0434\u0435\u0442 \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0430 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 WebGPU | ProHoster","og:description":"\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. 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