{"id":55263,"date":"2020-01-16T00:00:00","date_gmt":"2020-01-15T21:00:00","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/opublikovan-graficheskij-standart-vulkan-1-2"},"modified":"2020-02-18T14:03:22","modified_gmt":"2020-02-18T11:03:22","slug":"opublikovan-graficheskij-standart-vulkan-1-2","status":"publish","type":"post","link":"https:\/\/prohoster.info\/pt\/blog\/news\/opublikovan-graficheskij-standart-vulkan-1-2","title":{"rendered":"Padr\u00e3o gr\u00e1fico Vulkan 1.2 publicado","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>O cons\u00f3rcio Khronos, respons\u00e1vel pelo desenvolvimento de padr\u00f5es gr\u00e1ficos,<br \/>\n<noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/news\/press\/khronos-group-releases-vulkan-1.2\">publicou<\/a><\/noindex> uma especifica\u00e7\u00e3o <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/vulkan\/\">Vulkan 1.2<\/a><\/noindex>, que define a API para acessar os recursos gr\u00e1ficos e computacionais da GPU. A nova especifica\u00e7\u00e3o incorporou as corre\u00e7\u00f5es acumuladas ao longo de dois anos e  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/vulkan\/#apispecs\">para desenvolvimento remoto no VS Code (VS Code Remote \u2014 WSL) \u00e9 a \u00faltima etapa que garante um trabalho confort\u00e1vel para o desenvolvedor. A extens\u00e3o permite que o VS Code execute todas as suas opera\u00e7\u00f5es (comandos git, console, instala\u00e7\u00e3o de extens\u00f5es e assim por diante) interagindo diretamente com a m\u00e1quina virtual Linux. Isso torna todo o processo muito aut\u00f4nomo.<\/a><\/noindex>. Os drivers com suporte para a nova vers\u00e3o do Vulkan j\u00e1 <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/issues\/1162\">lan\u00e7amos<\/a><\/noindex> as empresas Intel, <noindex><a rel=\"nofollow\" href=\"https:\/\/www.amd.com\/en\/support\/kb\/release-notes\/rn-rad-win-20-1-2\">AMD<\/a><\/noindex>, ARM, Imagination Technologies e <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.nvidia.com\/vulkan-driver\">NVIDIA<\/a><\/noindex>. No Mesa, o suporte ao Vulkan 1.2 foi oferecido para os drivers <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/mesa\/mesa\/merge_requests\/3410\">RADV<\/a><\/noindex> (placas AMD) e <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/mesa\/mesa\/merge_requests\/3409\">ANV<\/a><\/noindex> (Intel). O suporte ao Vulkan 1.2 tamb\u00e9m foi implementado no depurador <noindex><a rel=\"nofollow\" href=\"https:\/\/renderdoc.org\/\">RenderDoc 1.6<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/www.lunarg.com\/vulkan-sdk\/\">LunarG Vulkan SDK<\/a><\/noindex> e no conjunto de exemplos <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Samples\">Vulkan-Samples<\/a><\/noindex>.<\/p>\n<p>Principais <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/assets\/uploads\/apis\/Vulkan-1-2-Launch_Jan20.pdf\">novidades<\/a><\/noindex>:<\/p>\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/blog\/hlsl-first-class-vulkan-shading-language\">A implementa\u00e7\u00e3o da linguagem de programa\u00e7\u00e3o de shaders<\/a><\/noindex> HLSL <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/HLSL\">, desenvolvida pela Microsoft para DirectX, foi aprimorada<\/a><\/noindex>. O suporte ao HLSL no Vulkan permite o uso dos mesmos shaders HLSL em aplicativos baseados no Vulkan e no DirectX, al\u00e9m de simplificar a transcri\u00e7\u00e3o de HLSL para SPIR-V. Para compilar os shaders, recomenda-se usar o compilador padr\u00e3o<br \/>\n<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Microsoft\/DirectXShaderCompiler\">DXC<\/a><\/noindex>, que foi aberto pela Microsoft em 2017 e se baseia na tecnologia LLVM. O suporte ao Vulkan \u00e9 realizado atrav\u00e9s de um backend separado, permitindo a transcri\u00e7\u00e3o do HLSL para a representa\u00e7\u00e3o intermedi\u00e1ria de shaders SPIR-V. A implementa\u00e7\u00e3o abrange n\u00e3o apenas todos os recursos embutidos<br \/>\nHLSL, incluindo tipos matem\u00e1ticos, fluxos de controle, fun\u00e7\u00f5es, conjuntos, tipos de recursos, namespaces, Shader Model 6.2, estruturas e m\u00e9todos, e tamb\u00e9m permite o uso de extens\u00f5es espec\u00edficas do Vulkan, como VKRay da NVIDIA. Com HLSL sobre Vulkan, foi poss\u00edvel desenvolver jogos como Destiny 2, Red Dead Redemption II, Assassin's Creed Odyssey e Tomb Raider.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/assets\/uploads\/blogs\/2020-blog-microsoft-dxc-compiler-supports-vulkan-dx12-code-gen_1.jpg\"><img decoding=\"async\" alt=\"Padr\u00e3o gr\u00e1fico Vulkan 1.2 publicado\" src=\"\/wp-content\/uploads\/2020\/01\/e6da0b0397b1320c69fe55770a441fc2.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> A especifica\u00e7\u00e3o foi atualizada <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/spir-v\/\">SPIR-V 1.5<\/a><\/noindex>, que define uma representa\u00e7\u00e3o intermedi\u00e1ria universal para todas as plataformas de shaders, que pode ser aplicada tanto para gr\u00e1ficos quanto para computa\u00e7\u00f5es paralelas.<br \/>\nSPIR-V implica a separa\u00e7\u00e3o de uma fase de compila\u00e7\u00e3o de shaders para a representa\u00e7\u00e3o intermedi\u00e1ria, permitindo a cria\u00e7\u00e3o de front-ends para v\u00e1rias linguagens de alto n\u00edvel. Com base em v\u00e1rias implementa\u00e7\u00f5es de alto n\u00edvel, um c\u00f3digo intermedi\u00e1rio \u00fanico \u00e9 gerado separadamente, podendo ser utilizado pelos drivers OpenGL, Vulkan e OpenCL sem empregar um compilador de shaders embutido. <\/p>\n<p><center><img decoding=\"async\" alt=\"Padr\u00e3o gr\u00e1fico Vulkan 1.2 publicado\" src=\"\/wp-content\/uploads\/2020\/01\/48f8f20b43967bc39fd097bb893ec328.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Na API principal do Vulkan, foram inclu\u00eddas 23 extens\u00f5es, que permitiram aumentar o desempenho, melhorar a qualidade visual e simplificar o desenvolvimento. Entre as extens\u00f5es adicionadas:\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/blog\/vulkan-timeline-semaphores\">Sinais semaf\u00f3ricos<\/a><\/noindex> (Sinal de linha do tempo), unificando sincronia com o host e filas de dispositivos (permitindo uma \u00fanica primitiva para sincroniza\u00e7\u00e3o bidirecional entre o dispositivo e o host, sem a necessidade de primitivos separados VkFence e VkSemaphore). Novos sem\u00e1foros s\u00e3o apresentados como um valor de 64 bits que aumenta monotonamente, que pode ser rastreado e atualizado em m\u00faltiplas threads.<br \/>\n<center><img decoding=\"async\" alt=\"Padr\u00e3o gr\u00e1fico Vulkan 1.2 publicado\" src=\"\/wp-content\/uploads\/2020\/01\/83a1ccf089034dbe720225c88bd3cb79.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Possibilidade de uso em shaders de tipos num\u00e9ricos com precis\u00e3o reduzida;\n<li class=\"l\"> Vers\u00e3o compat\u00edvel com HLSL da disposi\u00e7\u00e3o de mem\u00f3ria;\n<li class=\"l\"> Recursos n\u00e3o vinculados (bindless), que removem a limita\u00e7\u00e3o do n\u00famero de recursos dispon\u00edveis para shaders utilizando um espa\u00e7o virtual comum de mem\u00f3ria do sistema e da GPU;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/blog\/vulkan-has-just-become-the-worlds-first-graphics-api-with-a-formal-memory-model.-so-what-is-a-memory-model-and-why-should-i-care\">Modelo formal de mem\u00f3ria<\/a><\/noindex>, definindo como threads executadas em paralelo podem acessar dados e opera\u00e7\u00f5es de sincroniza\u00e7\u00e3o compartilhados;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.youtube.com\/watch?v=tXipcoeuNh4\">Indexa\u00e7\u00e3o de descritores<\/a><\/noindex> para reutiliza\u00e7\u00e3o de descritores de layout em v\u00e1rios shaders;\n<li class=\"l\"> Refer\u00eancias em buffer.\n<\/ul>\n<p> Lista completa de extens\u00f5es adicionadas:<\/p>\n<ul>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_8bit_storage.txt\">VK_KHR_8bit_storage<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_buffer_device_address.txt\">VK_KHR_buffer_device_address<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_create_renderpass2.txt\">VK_KHR_create_renderpass2<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_depth_stencil_resolve.txt\">VK_KHR_depth_stencil_resolve<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_draw_indirect_count.txt\">VK_KHR_draw_indirect_count<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_driver_properties.txt\">VK_KHR_driver_properties<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_image_format_list.txt\">VK_KHR_image_format_list<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_imageless_framebuffer.txt\">VK_KHR_imageless_framebuffer<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_sampler_mirror_clamp_to_edge.txt\">VK_KHR_sampler_mirror_clamp_to_edge<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_separate_depth_stencil_layouts.txt\">VK_KHR_separate_depth_stencil_layouts<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_atomic_int64.txt\">VK_KHR_shader_at\u00f4mico_int64<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_float16_int8.txt\">VK_KHR_shader_float16_int8<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_float_controls.txt\">VK_KHR_shader_float_controls<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_shader_subgroup_extended_types.txt\">VK_KHR_shader_subgroup_extended_types<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_spirv_1_4.txt\">VK_KHR_spirv_1_4<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_timeline_semaphore.txt\">VK_KHR_timeline_semaphore<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_uniform_buffer_standard_layout.txt\">VK_KHR_uniform_buffer_standard_layout<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_KHR_vulkan_memory_model.txt\">VK_KHR_modelo_de_mem\u00f3ria_vulkan<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_descriptor_indexing.txt\">VK_EXT_indexa\u00e7\u00e3o_de_descriptor<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_host_query_reset.txt\">VK_EXT_host_query_reset<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_sampler_filter_minmax.txt\">VK_EXT_sampler_filter_minmax<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_scalar_block_layout.txt\">VK_EXT_scalar_block_layout<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_separate_stencil_usage.txt\">VK_EXT_separate_stencil_usage<\/a><\/noindex>\n<li> <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/blob\/master\/appendices\/VK_EXT_shader_viewport_index_layer.txt\">VK_EXT_shader_viewport_index_layer<\/a><\/noindex>\n<\/ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/vulkan\/specs\/1.2\/html\/vkspec.html#versions-1.2\">Adicionado<\/a><\/noindex> mais de 50 novas estruturas e 13 fun\u00e7\u00f5es;\n<li class=\"l\"> Vers\u00f5es simplificadas das especifica\u00e7\u00f5es foram preparadas para plataformas-alvo t\u00edpicas, simplificando o trabalho em plataformas que ainda n\u00e3o suportam todas as extens\u00f5es e permitindo operar sem a necessidade de ativa\u00e7\u00e3o seletiva das funcionalidades b\u00e1sicas da API Vulkan.\n<li class=\"l\"> O trabalho sobre o projeto de portabilidade com outras APIs gr\u00e1ficas foi continuado. Por exemplo, no Vulkan, extens\u00f5es foram propostas para traduzir OpenGL (<noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=49538\">Zink<\/a><\/noindex>), OpenCL (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/google\/clspv\">clspv<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/kpet\/clvk\">clvk<\/a><\/noindex>), OpenGL ES (GLOVE, Angle) e DirectX (<noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52042\">DXVK<\/a><\/noindex>, <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=48648\">vkd3d<\/a><\/noindex>) atrav\u00e9s da API Vulkan, assim como, inversamente, para garantir a opera\u00e7\u00e3o do Vulkan em plataformas sem suporte nativo (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/gfx-rs\/gfx\">gfx-rs<\/a><\/noindex> e <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/DragonJoker\/Ashes\">Ashes<\/a><\/noindex> para opera\u00e7\u00e3o sobre OpenGL e DirectX, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/MoltenVK\">MoltenVK<\/a><\/noindex> e gfx-rs para opera\u00e7\u00e3o sobre Metal).<br \/>\nPara melhorar a compatibilidade com DirectX e HLSL, foram adicionadas extens\u00f5es<br \/>\nVK_KHR_host_query_reset, VK_KHR_uniform_buffer_standard_layout, VK_EXT_scalar_block_layout, VK_KHR_separate_stencil_usage, VK_KHR_separate_depth_stencil_layouts, al\u00e9m de capacidades espec\u00edficas do HLSL implementadas no SPIR-V.<\/p>\n<\/ul>\n<p>Entre os planos futuros, destaca-se o desenvolvimento de extens\u00f5es para aprendizado de m\u00e1quina, rastreamento de raios, codifica\u00e7\u00e3o e decodifica\u00e7\u00e3o de v\u00eddeo, suporte a VRS (sombreamento de taxa vari\u00e1vel) e sombreador Mesh.<\/p>\n<p>Vale lembrar que a API Vulkan <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=43887\">\u00e9 not\u00e1vel<\/a><\/noindex> com a simplifica\u00e7\u00e3o radical dos drivers, a transfer\u00eancia da gera\u00e7\u00e3o de comandos da GPU para o lado da aplica\u00e7\u00e3o, a possibilidade de conectar camadas de depura\u00e7\u00e3o, a unifica\u00e7\u00e3o da API para diferentes plataformas e a aplica\u00e7\u00e3o de uma representa\u00e7\u00e3o intermedi\u00e1ria de c\u00f3digo pr\u00e9-compilada para execu\u00e7\u00e3o no lado da GPU. Para garantir alto desempenho e previsibilidade, o Vulkan fornece \u00e0s aplica\u00e7\u00f5es ferramentas para controle direto das opera\u00e7\u00f5es da GPU e suporte embutido para processamento multifuncional de comandos da GPU, o que minimiza a sobrecarga imposta pelo driver, enquanto as funcionalidades implementadas no lado do driver se tornam significativamente mais simples e previs\u00edveis. Por exemplo, opera\u00e7\u00f5es como gest\u00e3o de mem\u00f3ria e tratamento de erros, implementadas em OpenGL no lado do driver, s\u00e3o transferidas para o n\u00edvel da aplica\u00e7\u00e3o no Vulkan.<\/p>\n<p>O Vulkan abrange todas as plataformas dispon\u00edveis e fornece uma API unificada para sistemas de desktop, m\u00f3veis e Web, permitindo o uso de uma API comum para diferentes processadores gr\u00e1ficos e \u00e1reas de aplica\u00e7\u00e3o. Gra\u00e7as \u00e0 arquitetura em camadas do Vulkan, que pressup\u00f5e a cria\u00e7\u00e3o de ferramentas que funcionem com qualquer GPU, os fabricantes de hardware podem usar ferramentas padr\u00e3o no desenvolvimento para verifica\u00e7\u00e3o de c\u00f3digo, depura\u00e7\u00e3o e perfilagem. Para a cria\u00e7\u00e3o de shaders, \u00e9 proposto um novo formato intermedi\u00e1rio port\u00e1til chamado SPIR-V, baseado no LLVM e utilizando tecnologias b\u00e1sicas compartilhadas com o OpenCL. Para gerenciar dispositivos e telas, o Vulkan oferece a interface WSI (Window System Integration), que resolve mais ou menos as mesmas quest\u00f5es que o EGL no OpenGL ES. O suporte a WSI est\u00e1 dispon\u00edvel de forma nativa no Wayland \u2014 todos os aplicativos que utilizam Vulkan podem ser executados em servidores Wayland n\u00e3o modificados. A possibilidade de opera\u00e7\u00e3o atrav\u00e9s do WSI tamb\u00e9m \u00e9 garantida para Android, X11 (com DRI3), Windows, Tizen, macOS e iOS.<\/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=52194\">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 Khronos, \u0437\u0430\u043d\u0438\u043c\u0430\u044e\u0449\u0438\u0439\u0441\u044f \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u043e\u0439 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u0441\u0442\u0430\u043d\u0434\u0430\u0440\u0442\u043e\u0432, \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u044e Vulkan 1.2, \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u044f\u044e\u0449\u0443\u044e API \u0434\u043b\u044f \u0434\u043e\u0441\u0442\u0443\u043f\u0430 \u043a \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u043c \u0438 \u0432\u044b\u0447\u0438\u0441\u043b\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u043c \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u044f\u043c GPU. \u041d\u043e\u0432\u0430\u044f \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u044f \u0432\u043e\u0431\u0440\u0430\u043b\u0430 \u0432 \u0441\u0435\u0431\u044f \u043d\u0430\u043a\u043e\u043f\u0438\u0432\u0448\u0438\u0435\u0441\u044f \u0437\u0430 \u0434\u0432\u0430 \u0433\u043e\u0434\u0430 \u0438\u0441\u043f\u0440\u0430\u0432\u043b\u0435\u043d\u0438\u044f \u0438 \u0440\u0430\u0441\u0448\u0438\u0440\u0435\u043d\u0438\u044f. \u0414\u0440\u0430\u0439\u0432\u0435\u0440\u044b \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 \u043d\u043e\u0432\u043e\u0439 \u0432\u0435\u0440\u0441\u0438\u0438 Vulkan \u0443\u0436\u0435 \u0432\u044b\u043f\u0443\u0441\u0442\u0438\u043b\u0438 \u043a\u043e\u043c\u043f\u0430\u043d\u0438\u0438 Intel, AMD, ARM, Imagination Technologies \u0438 NVIDIA. \u0412 Mesa \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0430 Vulkan 1.2 \u043f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u0430 \u0434\u043b\u044f [&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-55263","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 Khronos, 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