{"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\/pl\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C przedstawi\u0142 robocz\u0105 wersj\u0119 standardu WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Konsorcjum W3C przedstawi\u0142o pierwsze robocze wersje specyfikacji WebGPU i WebGPU Shading Language (WGSL), kt\u00f3re definiuj\u0105 API do realizacji operacji na GPU, takich jak renderowanie i obliczenia, oraz j\u0119zyk shader\u00f3w do pisania program\u00f3w dzia\u0142aj\u0105cych po stronie GPU, koncepcyjnie podobny do API Vulkan, Metal i Direct3D 12. Specyfikacje zosta\u0142y przygotowane przez grup\u0119 robocz\u0105 sk\u0142adaj\u0105c\u0105 si\u0119 z in\u017cynier\u00f3w z Mozilla, Google, Apple i Microsoft.    <\/p>\n<p>Koncepcyjnie WebGPU r\u00f3\u017cni si\u0119 od WebGL w podobny spos\u00f3b, w jaki graficzne API Vulkan r\u00f3\u017cni si\u0119 od OpenGL, jednak nie opiera si\u0119 na konkretnym API graficznym, lecz stanowi uniwersaln\u0105 warstw\u0119, kt\u00f3ra wykorzystuje te same niskopoziomowe prymitywy, co Vulkan, Metal i Direct3D. WebGPU zapewnia aplikacjom w JavaScript niskopoziomow\u0105 kontrol\u0119 nad organizacj\u0105, przetwarzaniem i przesy\u0142aniem polece\u0144 do GPU, zarz\u0105dzaniem powi\u0105zanymi zasobami, pami\u0119ci\u0105, buforami, obiektami tekstur i skompilowanymi shaderami graficznymi. Tego rodzaju podej\u015bcie pozwala osi\u0105gn\u0105\u0107 wy\u017csz\u0105 wydajno\u015b\u0107 aplikacji graficznych dzi\u0119ki zmniejszeniu narzut\u00f3w i zwi\u0119kszeniu efektywno\u015bci pracy z GPU.     <\/p>\n<p>WebGPU daje mo\u017cliwo\u015b\u0107 tworzenia dla Web zaawansowanych projekt\u00f3w 3D, kt\u00f3re dzia\u0142aj\u0105 na poziomie por\u00f3wnywalnym z niezale\u017cnymi programami, kt\u00f3re bezpo\u015brednio komunikuj\u0105 si\u0119 z Vulkan, Metal lub Direct3D, ale nie s\u0105 zwi\u0105zane z konkretnymi platformami. WebGPU oferuje r\u00f3wnie\u017c dodatkowe mo\u017cliwo\u015bci przy portowaniu natywnych program\u00f3w graficznych do formy, kt\u00f3ra mo\u017ce dzia\u0142a\u0107 w oparciu o technologie webowe, dzi\u0119ki kompilacji do WebAssembly. Opr\u00f3cz grafiki 3D, WebGPU obejmuje r\u00f3wnie\u017c mo\u017cliwo\u015bci zwi\u0105zane z przenoszeniem oblicze\u0144 na stron\u0119 GPU i wykonywaniem shader\u00f3w.       <\/p>\n<p>Kluczowe cechy WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Oddzielne zarz\u0105dzanie zasobami, pracami przygotowawczymi i wysy\u0142aniem polece\u0144 do GPU (w WebGL jeden obiekt odpowiada\u0142 za wszystko). Udost\u0119pniane s\u0105 trzy odr\u0119bne konteksty: GPUDevice do tworzenia zasob\u00f3w, takich jak tekstury i bufory; GPUCommandEncoder do kodowania pojedynczych polece\u0144, w tym etap\u00f3w renderowania i oblicze\u0144; GPUCommandBuffer do umieszczania w kolejce do wykonania w GPU. Wynik mo\u017ce by\u0107 rysowany w obszarze zwi\u0105zanym z jednym lub wieloma elementami canvas, lub przetwarzany bez wyj\u015bcia (na przyk\u0142ad podczas uruchamiania zada\u0144 obliczeniowych). Podzia\u0142 etap\u00f3w u\u0142atwia rozdzielanie tworzenia zasob\u00f3w i operacji przygotowawczych na r\u00f3\u017cne obs\u0142ugiwacze, kt\u00f3re mog\u0105 dzia\u0142a\u0107 w r\u00f3\u017cnych w\u0105tkach.\n<li class=\"l\"> Inne podej\u015bcie do przetwarzania stan\u00f3w. W WebGPU proponowane s\u0105 dwa obiekty \u2014 GPURenderPipeline oraz GPUComputePipeline, kt\u00f3re pozwalaj\u0105 na \u0142\u0105czenie r\u00f3\u017cnych stan\u00f3w, wcze\u015bniej okre\u015blonych przez programist\u0119, co umo\u017cliwia przegl\u0105darce nie marnowanie zasob\u00f3w na dodatkowe procesy, takie jak rekompilacja shader\u00f3w. W\u015br\u00f3d obs\u0142ugiwanych stan\u00f3w znajduj\u0105 si\u0119: shadery, uk\u0142ady bufor\u00f3w wierzcho\u0142k\u00f3w i atrybut\u00f3w, uk\u0142ady grup do\u0142\u0105czonych, mieszanie, g\u0142\u0119boko\u015b\u0107 oraz szablony, a tak\u017ce formaty wyj\u015bciowe po renderowaniu.\n<li class=\"l\"> Model powi\u0105zania, w du\u017cej mierze przypominaj\u0105ca obecne w Vulkan narz\u0119dzia grupowania zasob\u00f3w. Do grupowania zasob\u00f3w w WebGPU udost\u0119pniany jest obiekt GPUBindGroup, kt\u00f3ry podczas zapisywania komend mo\u017cna powi\u0105za\u0107 z innymi podobnymi obiektami do u\u017cycia w shaderach. Tworzenie takich grup daje mo\u017cliwo\u015b\u0107 sterownikowi wcze\u015bniejszego wykonania niezb\u0119dnych przygotowa\u0144, a przegl\u0105darkom umo\u017cliwia znacznie szybsz\u0105 zmian\u0119 powi\u0105za\u0144 zasob\u00f3w mi\u0119dzy wywo\u0142aniami renderowania. Uk\u0142ad powi\u0105za\u0144 zasob\u00f3w mo\u017cna okre\u015bli\u0107 z wyprzedzeniem za pomoc\u0105 obiektu GPUBindGroupLayout.  <\/ul>\n<p>\u0179r\u00f3d\u0142o: <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 5.0.2 - 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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