{"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\/no\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C har presentert et utkast til WebGPU-standarden","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>W3C-konsortiet har lansert de f\u00f8rste utkastene til spesifikasjonene for WebGPU og WebGPU Shading Language (WGSL), som definerer et API for \u00e5 utf\u00f8re operasjoner p\u00e5 GPU, slik som rendering og beregninger, samt et shaderspr\u00e5k for \u00e5 skrive programmer som kj\u00f8rer p\u00e5 GPU-siden. Dette er konseptuelt likt APIene Vulkan, Metal og Direct3D 12. Spesifikasjonene er utarbeidet av en arbeidsgruppe med ingeni\u00f8rer fra Mozilla, Google, Apple og Microsoft.    <\/p>\n<p>Konseptuelt skiller WebGPU seg fra WebGL omtrent p\u00e5 samme m\u00e5te som grafikk-APIet Vulkan skiller seg fra OpenGL, men det er ikke basert p\u00e5 et spesifikt grafikk-API, men representerer et universelt lag som bruker de samme lavniv\u00e5primitive som finnes i Vulkan, Metal og Direct3D. WebGPU gir JavaScript-applikasjoner midler for lavniv\u00e5kontroll over organisering, behandling og overf\u00f8ring av kommandoer til GPU, samt styring av tilknyttede ressurser, minne, buffere, teksturobjekter og kompilerte grafikkshaders. Denne tiln\u00e6rmingen gj\u00f8r det mulig \u00e5 oppn\u00e5 h\u00f8yere ytelse for grafiske applikasjoner ved \u00e5 redusere overhead og forbedre effektiviteten av GPU-arbeidet.     <\/p>\n<p>WebGPU gir mulighet for \u00e5 lage komplekse 3D-prosjekter for web som fungerer like bra som separate programmer som direkte samhandler med Vulkan, Metal eller Direct3D, men som ikke er bundet til spesifikke plattformer. WebGPU tilbyr ogs\u00e5 ekstra muligheter n\u00e5r det gjelder portering av native grafikkprogrammer til en form som kan kj\u00f8re basert p\u00e5 webteknologier, takket v\u00e6re kompilering til WebAssembly. I tillegg til 3D-grafikk dekker WebGPU ogs\u00e5 muligheter knyttet til \u00e5 utf\u00f8re beregninger p\u00e5 GPU-siden og kj\u00f8ring av shaders.       <\/p>\n<p>N\u00f8kkelfunksjoner i WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Separert kontroll over ressurser, forberedende arbeid og overf\u00f8ring av kommandoer til GPU (i WebGL var ett objekt ansvarlig for alt). Tre separate kontekster tilbys: GPUDevice for \u00e5 opprette ressurser som teksturer og buffere; GPUCommandEncoder for \u00e5 kode individuelle kommandoer, inkludert rendering og beregningsfaser; GPUCommandBuffer for \u00e5 sende til k\u00f8 for utf\u00f8relse p\u00e5 GPU. Resultatet kan gjengis i et omr\u00e5de knyttet til ett eller flere canvas-elementer, eller prosesseres uten utdata (for eksempel ved kj\u00f8ring av beregningsoppgaver). Separasjonen av stadier forenkler oppdelingen av ressursopprettelse og forberedende operasjoner i forskjellige prosessorer som kan kj\u00f8re i forskjellige tr\u00e5der.\n<li class=\"l\"> En annen tiln\u00e6rming ved behandling av tilstander. I WebGPU foresl\u00e5s to objekter \u2014 GPURenderPipeline og GPUComputePipeline, som lar utviklere kombinere ulike tilstander som er forh\u00e5ndsdefinert av dem, noe som gj\u00f8r at nettleseren ikke trenger \u00e5 bruke ressurser p\u00e5 ekstra arbeid, som recompilering av shader. Blant st\u00f8ttede tilstander er: shader, layout for vertex-buffere og attributter, layout for tilknyttede grupper, blanding, dybde og maler, samt utdataformater etter rendering.\n<li class=\"l\"> Modellen for binding, som i stor grad ligner de tilgjengelige ressursgrupperingsverkt\u00f8yene i Vulkan. For \u00e5 sammenf\u00f8re ressurser i grupper, tilbyr WebGPU et GPUBindGroup-objekt, som i l\u00f8pet av kommandoskriving kan knyttes til andre lignende objekter for bruk i shaderne. Opprettelsen av slike grupper gir driveren mulighet til \u00e5 utf\u00f8re n\u00f8dvendige forberedende tiltak p\u00e5 forh\u00e5nd, og gj\u00f8r det mulig for nettleseren \u00e5 bytte ressurser mellom gjengivelseskall betydelig raskere. Ressursbindingene kan defineres p\u00e5 forh\u00e5nd ved hjelp av GPUBindGroupLayout-objektet.  <\/ul>\n<p>Kilde: <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 5.0.5 - 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), \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u044f\u044e\u0449\u0438\u0445 API 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