{"id":75813,"date":"2020-03-28T19:42:24","date_gmt":"2020-03-28T17:42:24","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx"},"modified":"2020-03-28T19:42:24","modified_gmt":"2020-03-28T17:42:24","slug":"collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","status":"publish","type":"post","link":"https:\/\/prohoster.info\/it\/blog\/news\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","title":{"rendered":"Collabora sta sviluppando un'estensione per il funzionamento di OpenCL e OpenGL sopra DirectX","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Collabora <noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/news-and-blog\/news-and-events\/introducing-opencl-and-opengl-on-directx.html\">ha presentato<\/a><\/noindex> nuovo driver Gallium per Mesa che implementa uno strato per far funzionare le API OpenCL 1.2 e OpenGL 3.3 sopra i driver con supporto DirectX 12 (D3D12). Codice <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/kusma\/mesa\/-\/tree\/msclc-d3d12\">pubblicato<\/a><\/noindex> sotto licenza MIT.<\/p>\n<p>Il driver proposto consente l'uso di Mesa su dispositivi che inizialmente non supportano OpenCL e OpenGL, fungendo anche da punto di partenza per il porting di applicazioni OpenGL\/OpenCL per funzionare su D3D12. Per i produttori di GPU, il sottosistema offre la possibilit\u00e0 di fornire supporto per OpenCL e OpenGL, avendo solo driver con supporto D3D12. <\/p>\n<p>Tra i prossimi obiettivi c'\u00e8 il completamento dei test di compatibilit\u00e0 per OpenCL 1.2 e OpenGL 3.3, la verifica della compatibilit\u00e0 con le applicazioni e l'inclusione delle innovazioni nel core di Mesa. Lo sviluppo avviene in collaborazione con ingegneri Microsoft che stanno sviluppando    <noindex><a rel=\"nofollow\" href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-translation-layer-and-d3d11on12-are-now-open-source\/\">aperto<\/a><\/noindex> strumentazione <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D11On12\">D3D11On12<\/a><\/noindex> per convertire i giochi da D3D11 a D3D12 e la libreria <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D12TranslationLayer\">D3D12TranslationLayer<\/a><\/noindex>, che implementa primitive grafiche standard sopra D3D12. <\/p>\n<p>L'implementazione include il driver Gallium, il compilatore OpenCL, il runtime OpenCL e il compilatore di shader NIR-to-DXIL, che trasforma la rappresentazione intermedia degli shader NIR utilizzata in Mesa nel formato binario DXIL (DirectX Intermediate Language), supportato in DirectX 12 e basato su LLVM 3.7.<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/DirectXShaderCompiler\">DirectX Shader Compiler<\/a><\/noindex> di Microsoft, fondamentalmente un fork avanzato di LLVM 3.7). Il compilatore OpenCL \u00e8 stato sviluppato sulla base delle risorse del progetto LLVM e degli strumenti. <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/SPIRV-LLVM-Translator\">SPIRV-LLVM<\/a><\/noindex>.<\/p>\n<p>I codici sorgente con estensioni OpenCL vengono compilati utilizzando clang in un pseudocodice intermedio LLVM (LLVM IR), che viene poi trasformato in una rappresentazione intermedia dei kernel OpenCL nel formato SPIR-V. I kernel nella rappresentazione SPIR-V vengono inviati a Mesa, traslati nel formato NIR, ottimizzati e inviati a NIR-to-DXIL per generare shader computazionali nel formato DXIL, idonei per l'esecuzione sulla GPU utilizzando un runtime basato su DirectX 12.<br \/>\nInvece di Clover, utilizzata nell'implementazione OpenCL di Mesa, \u00e8 stato proposto un nuovo runtime OpenCL che consente pi\u00f9 trasformazioni dirette nell'API DirectX 12.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/assets\/images\/blog\/opencl-compiler-overview.png\"><img decoding=\"async\" alt=\"Collabora sta sviluppando un&#039;estensione per il funzionamento di OpenCL e OpenGL sopra DirectX\" src=\"\/wp-content\/uploads\/2020\/03\/194f364cee846f77fa730f828e4db726.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>I driver OpenCL e OpenGL sono stati preparati utilizzando l'interfaccia Gallium fornita in Mesa, che consente la creazione di driver senza approfondire i dettagli specifici di OpenGL e di tradurre le chiamate OpenGL in entit\u00e0 pi\u00f9 vicine ai primitivi grafici utilizzati dalle moderne GPU. Il driver Gallium riceve i comandi OpenGL e, coinvolgendo il traduttore NIR-to-DXIL,<br \/>\nforma i buffer di comandi che vengono eseguiti sulla GPU utilizzando il driver D3D12.<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Fonte: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52625\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Collabora \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u043d\u043e\u0432\u044b\u0439 Gallium-\u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u0434\u043b\u044f Mesa, \u0440\u0435\u0430\u043b\u0438\u0437\u0443\u044e\u0449\u0438\u0439 \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0443 \u0434\u043b\u044f \u043e\u0440\u0433\u0430\u043d\u0438\u0437\u0430\u0446\u0438\u0438 \u0440\u0430\u0431\u043e\u0442\u044b API OpenCL 1.2 \u0438 OpenGL 3.3 \u043f\u043e\u0432\u0435\u0440\u0445 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 DirectX 12 (D3D12). \u041a\u043e\u0434 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 MIT. \u041f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u043d\u044b\u0439 \u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c Mesa \u043d\u0430 \u0443\u0441\u0442\u0440\u043e\u0439\u0441\u0442\u0432\u0430\u0445, \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e \u043d\u0435 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u044e\u0449\u0438\u0445 OpenCL \u0438 OpenGL, \u0430 \u0442\u0430\u043a\u0436\u0435 \u0432 \u043a\u0430\u0447\u0435\u0441\u0442\u0432\u0435 \u0441\u0442\u0430\u0440\u0442\u043e\u0432\u043e\u0439 \u043f\u043e\u0437\u0438\u0446\u0438\u0438 \u0434\u043b\u044f \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f OpenGL\/OpenCL-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0434\u043b\u044f \u0440\u0430\u0431\u043e\u0442\u044b \u043f\u043e\u0432\u0435\u0440\u0445 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":75814,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-75813","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"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 Collabora 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