{"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\/no\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"Chrome vil f\u00e5 st\u00f8tte for WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Google har annonsert at st\u00f8tte for grafikk-API-en WebGPU og shader-spr\u00e5ket WGSL (WebGPU Shading Language) vil bli aktivert som standard i Chrome 113, som er planlagt for lansering den 2. mai. WebGPU gir et programmeringsgrensesnitt likt Vulkan, Metal og Direct3D 12 for \u00e5 utf\u00f8re operasjoner p\u00e5 GPU-siden, som rendering og beregninger, samt gj\u00f8re det mulig \u00e5 bruke et shader-spr\u00e5k for \u00e5 skrive programmer som kj\u00f8rer p\u00e5 GPU. Implementeringen av WebGPU vil f\u00f8rst bli inkludert i bygg for ChromeOS, macOS og Windows. For Linux og Android vil st\u00f8tte for WebGPU bli aktivert senere.       <\/p>\n<p>I tillegg til Chrome har eksperimentell st\u00f8tte for WebGPU v\u00e6rt testet siden april 2020 i Firefox og siden november 2021 i Safari. For \u00e5 aktivere WebGPU i Firefox m\u00e5 du sette flaggene dom.webgpu.enabled og gfx.webgpu.force-enabled i about:config. Det er forel\u00f8pig ingen meldinger om planer for \u00e5 aktivere WebGPU som standard i Firefox og Safari. Implementasjonene av WebGPU for Firefox og Chrome er tilgjengelige som separate biblioteker \u2014 Dawn (C++) og wgpu (Rust), som kan brukes til \u00e5 integrere st\u00f8tte for WebGPU i applikasjonene dine. Det jobbes ogs\u00e5 med \u00e5 legge til st\u00f8tte for WebGPU i popul\u00e6re JavaScript-biblioteker som opprinnelig bruker WebGL. For eksempel har Babylon.js allerede full st\u00f8tte for WebGPU, mens Three.js, PlayCanvas og TensorFlow.js har delvis st\u00f8tte.       <\/p>\n<p>Konseptuelt skiller WebGPU seg fra WebGL omtrent p\u00e5 samme m\u00e5te som grafikk-API-en Vulkan skiller seg fra OpenGL, men WebGPU er ikke basert p\u00e5 et spesifikt grafikk-API; det er et universelt lag som bruker de samme lavniv\u00e5s primitive som finnes i Vulkan, Metal og Direct3D. WebGPU gir JavaScript-applikasjoner verkt\u00f8y for lavniv\u00e5kontroll av organisering, behandling og overf\u00f8ring av kommandoer til GPU, administrering av tilknyttede ressurser, minne, buffere, teksturobjekter og kompilert grafikk-shadere. Denne tiln\u00e6rmingen gj\u00f8r det mulig \u00e5 oppn\u00e5 h\u00f8yere ytelse i grafiske applikasjoner ved \u00e5 redusere overhead og \u00f8ke effektiviteten i arbeidet med GPU.     <\/p>\n<p>WebGPU gir mulighet til \u00e5 lage komplekse 3D-prosjekter for nettet som fungerer like bra som frist\u00e5ende programmer som bruker Vulkan, Metal eller Direct3D, men som ikke er knyttet til spesifikke plattformer. WebGPU gir ogs\u00e5 ekstra muligheter for \u00e5 portere native grafiske programmer til en form som kan kj\u00f8re p\u00e5 nettet, takket v\u00e6re kompilering til WebAssembly. I tillegg til 3D-grafikk dekker WebGPU ogs\u00e5 muligheter for \u00e5 utf\u00f8re beregninger p\u00e5 GPU-siden og kj\u00f8re 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.    <\/li>\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.    <\/li>\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.  <\/li>\n<\/ul>\n<p>Kilde: <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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