{"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\/pt\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"O W3C apresentou uma vers\u00e3o preliminar do padr\u00e3o WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>O cons\u00f3rcio W3C apresentou os primeiros rascunhos das especifica\u00e7\u00f5es WebGPU e WebGPU Shading Language (WGSL), que definem uma API para a execu\u00e7\u00e3o de opera\u00e7\u00f5es na GPU, como renderiza\u00e7\u00e3o e computa\u00e7\u00e3o, al\u00e9m de uma linguagem de sombreador para a escrita de programas que operam na GPU. Conceitualmente, \u00e9 semelhante \u00e0s APIs Vulkan, Metal e Direct3D 12. As especifica\u00e7\u00f5es foram preparadas por um grupo de trabalho que inclui engenheiros da Mozilla, Google, Apple e Microsoft.    <\/p>\n<p>Conceitualmente, o WebGPU difere do WebGL da mesma forma que a API gr\u00e1fica Vulkan difere do OpenGL, mas n\u00e3o se baseia em uma API gr\u00e1fica espec\u00edfica, sendo uma camada universal que utiliza os mesmos primitivos de baixo n\u00edvel encontrados no Vulkan, Metal e Direct3D. O WebGPU fornece \u00e0s aplica\u00e7\u00f5es em JavaScript meios para controle de baixo n\u00edvel sobre a organiza\u00e7\u00e3o, processamento e envio de comandos para a GPU, gerenciando recursos relacionados, mem\u00f3ria, buffers, objetos de textura e sombreadore de gr\u00e1ficos compilados. Essa abordagem permite alcan\u00e7ar um desempenho mais alto em aplica\u00e7\u00f5es gr\u00e1ficas reduzindo a sobrecarga e aumentando a efici\u00eancia no uso da GPU.     <\/p>\n<p>O WebGPU permite criar projetos 3D complexos para a Web que funcionam t\u00e3o bem quanto programas isolados que interagem diretamente com Vulkan, Metal ou Direct3D, mas que n\u00e3o est\u00e3o atrelados a plataformas espec\u00edficas. O WebGPU tamb\u00e9m oferece mais possibilidades ao portar programas gr\u00e1ficos nativos para uma forma capaz de operar com base em tecnologias web, atrav\u00e9s da compila\u00e7\u00e3o para WebAssembly. Al\u00e9m da gr\u00e1ficos 3D, o WebGPU abrange tamb\u00e9m capacidades relacionadas \u00e0 computa\u00e7\u00e3o na GPU e \u00e0 execu\u00e7\u00e3o de sombreadore.       <\/p>\n<p>Principais caracter\u00edsticas do WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Gerenciamento separado de recursos, tarefas preparat\u00f3rias e envio de comandos para a GPU (no WebGL, um \u00fanico objeto lidava com tudo de uma vez). S\u00e3o fornecidos tr\u00eas contextos distintos: GPUDevice para a cria\u00e7\u00e3o de recursos, como texturas e buffers; GPUCommandEncoder para a codifica\u00e7\u00e3o de comandos individuais, incluindo fases de renderiza\u00e7\u00e3o e computa\u00e7\u00e3o; GPUCommandBuffer para o envio \u00e0 fila de execu\u00e7\u00e3o na GPU. O resultado pode ser renderizado em uma \u00e1rea associada a um ou mais elementos canvas, ou processado sem sa\u00edda (por exemplo, ao executar tarefas computacionais). A separa\u00e7\u00e3o das fases simplifica a distribui\u00e7\u00e3o da cria\u00e7\u00e3o de recursos e opera\u00e7\u00f5es preparat\u00f3rias em diferentes manipuladores, que podem ser executados em diferentes threads.\n<li class=\"l\"> Uma abordagem diferente na manipula\u00e7\u00e3o de estados. O WebGPU prop\u00f5e dois objetos \u2014 GPURenderPipeline e GPUComputePipeline, permitindo combinar diferentes estados, previamente definidos pelo desenvolvedor, o que possibilita ao navegador economizar recursos ao evitar trabalhos adicionais, como a recompila\u00e7\u00e3o de shaders. Entre os estados suportados est\u00e3o: shaders, layouts de buffers de v\u00e9rtices e atributos, layouts de grupos vinculados, mistura, profundidade e modelos, formatos de sa\u00edda ap\u00f3s a renderiza\u00e7\u00e3o.\n<li class=\"l\"> O modelo de liga\u00e7\u00e3o, que se assemelha muito aos mecanismos de agrupamento de recursos presentes no Vulkan. Para agrupar recursos no WebGPU, \u00e9 fornecido o objeto GPUBindGroup, que pode ser associado a outros objetos semelhantes durante a grava\u00e7\u00e3o de comandos para uso em shaders. A cria\u00e7\u00e3o de tais grupos permite que o driver execute antecipadamente as a\u00e7\u00f5es preparat\u00f3rias necess\u00e1rias, al\u00e9m de permitir que o navegador altere as liga\u00e7\u00f5es de recursos de forma significativamente mais r\u00e1pida entre as chamadas de renderiza\u00e7\u00e3o. A disposi\u00e7\u00e3o das liga\u00e7\u00f5es de recursos pode ser definida previamente utilizando o objeto GPUBindGroupLayout.  <\/ul>\n<p>Fonte: <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 5.0.3 - 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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