{"id":75813,"date":"2020-03-28T19:42:24","date_gmt":"2020-03-28T17:42:24","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx"},"modified":"2020-03-28T19:42:24","modified_gmt":"2020-03-28T17:42:24","slug":"collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","status":"publish","type":"post","link":"https:\/\/prohoster.info\/pt\/blog\/news\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","title":{"rendered":"Collabora desenvolve um complemento para executar OpenCL e OpenGL sobre o DirectX","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>A empresa Collabora <noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/news-and-blog\/news-and-events\/introducing-opencl-and-opengl-on-directx.html\">apresentou<\/a><\/noindex> Novo driver Gallium para Mesa, implementando uma camada para possibilitar o funcionamento das APIs OpenCL 1.2 e OpenGL 3.3 sobre drivers que suportam DirectX 12 (D3D12). C\u00f3digo <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/kusma\/mesa\/-\/tree\/msclc-d3d12\">foi publicado<\/a><\/noindex> sob a licen\u00e7a MIT.<\/p>\n<p>O driver proposto permite usar Mesa em dispositivos que inicialmente n\u00e3o suportam OpenCL e OpenGL, al\u00e9m de servir como ponto de partida para a portabilidade de aplicativos OpenGL\/OpenCL para opera\u00e7\u00e3o sobre D3D12. Para os fabricantes de GPU, o subsistema oferece a possibilidade de fornecer suporte a OpenCL e OpenGL, na presen\u00e7a de drivers apenas com suporte a D3D12. <\/p>\n<p>Nos planos mais pr\u00f3ximos, destaca-se a obten\u00e7\u00e3o da completa passagem nos testes de compatibilidade OpenCL 1.2 e OpenGL 3.3, verifica\u00e7\u00e3o de compatibilidade com aplicativos e inclus\u00e3o dos desenvolvimentos no n\u00facleo principal da Mesa. O desenvolvimento est\u00e1 sendo realizado em conjunto com engenheiros da Microsoft.    <noindex><a rel=\"nofollow\" href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-translation-layer-and-d3d11on12-are-now-open-source\/\">aberto<\/a><\/noindex> um conjunto de ferramentas <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D11On12\">D3D11On12<\/a><\/noindex> para a tradu\u00e7\u00e3o de jogos de D3D11 para D3D12 e a biblioteca <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D12TranslationLayer\">D3D12TranslationLayer<\/a><\/noindex>, implementando primitivas gr\u00e1ficas t\u00edpicas sobre D3D12. <\/p>\n<p>A implementa\u00e7\u00e3o inclui driver Gallium, compilador OpenCL, runtime OpenCL e um compilador de shaders NIR-to-DXIL, que transforma a representa\u00e7\u00e3o intermedi\u00e1ria dos shaders NIR utilizada na Mesa em um formato bin\u00e1rio DXIL (DirectX Intermediate Language), suportado no DirectX 12 e baseado em bytecode LLVM 3.7 (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/DirectXShaderCompiler\">Compilador de Shader DirectX<\/a><\/noindex> da Microsoft, que \u00e9 essencialmente um fork avan\u00e7ado do LLVM 3.7). O compilador OpenCL foi preparado com base nas contribui\u00e7\u00f5es do projeto LLVM e ferramentas <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/SPIRV-LLVM-Translator\">SPIRV-LLVM<\/a><\/noindex>.<\/p>\n<p>Os c\u00f3digos-fonte com extens\u00f5es OpenCL s\u00e3o compilados usando clang para pseudo-c\u00f3digo intermedi\u00e1rio LLVM (LLVM IR), que \u00e9 ent\u00e3o convertido na representa\u00e7\u00e3o intermedi\u00e1ria de n\u00facleos OpenCL no formato SPIR-V. Os n\u00facleos na representa\u00e7\u00e3o SPIR-V s\u00e3o enviados para a Mesa, traduzidos para o formato NIR, otimizados e enviados ao NIR-to-DXIL para a gera\u00e7\u00e3o de shaders computacionais no formato DXIL, adequado para execu\u00e7\u00e3o em GPU utilizando runtime baseado em DirectX 12.<br \/>\nEm vez do Clover, aplicado na implementa\u00e7\u00e3o do OpenCL na Mesa, foi proposto um novo runtime OpenCL, permitindo mais convers\u00f5es diretas na API DirectX 12.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/assets\/images\/blog\/opencl-compiler-overview.png\"><img decoding=\"async\" alt=\"Collabora desenvolve um complemento para executar OpenCL e OpenGL sobre o DirectX\" src=\"\/wp-content\/uploads\/2020\/03\/194f364cee846f77fa730f828e4db726.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>Os drivers OpenCL e OpenGL foram preparados usando a interface Gallium fornecida na Mesa, permitindo que, ao criar drivers, n\u00e3o seja necess\u00e1rio se aprofundar nos detalhes espec\u00edficos do OpenGL e traduzir chamadas OpenGL em entidades mais pr\u00f3ximas das primitivas gr\u00e1ficas com as quais GPUs modernas operam. O driver Gallium recebe comandos OpenGL e, com a ajuda do tradutor NIR-to-DXIL.<br \/>\nforma buffers de comandos que s\u00e3o executados na GPU, usando o driver D3D12.<\/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=52625\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Collabora \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u043d\u043e\u0432\u044b\u0439 Gallium-\u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u0434\u043b\u044f Mesa, \u0440\u0435\u0430\u043b\u0438\u0437\u0443\u044e\u0449\u0438\u0439 \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0443 \u0434\u043b\u044f \u043e\u0440\u0433\u0430\u043d\u0438\u0437\u0430\u0446\u0438\u0438 \u0440\u0430\u0431\u043e\u0442\u044b API OpenCL 1.2 \u0438 OpenGL 3.3 \u043f\u043e\u0432\u0435\u0440\u0445 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 DirectX 12 (D3D12). \u041a\u043e\u0434 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 MIT. \u041f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u043d\u044b\u0439 \u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c Mesa \u043d\u0430 \u0443\u0441\u0442\u0440\u043e\u0439\u0441\u0442\u0432\u0430\u0445, \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e \u043d\u0435 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u044e\u0449\u0438\u0445 OpenCL \u0438 OpenGL, \u0430 \u0442\u0430\u043a\u0436\u0435 \u0432 \u043a\u0430\u0447\u0435\u0441\u0442\u0432\u0435 \u0441\u0442\u0430\u0440\u0442\u043e\u0432\u043e\u0439 \u043f\u043e\u0437\u0438\u0446\u0438\u0438 \u0434\u043b\u044f \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f OpenGL\/OpenCL-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0434\u043b\u044f \u0440\u0430\u0431\u043e\u0442\u044b \u043f\u043e\u0432\u0435\u0440\u0445 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":75814,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-75813","post","type-post","status-publish","format-standard","has-post-thumbnail","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\u043c\u043f\u0430\u043d\u0438\u044f Collabora 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