{"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\/ro\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C a prezentat o variant\u0103 preliminar\u0103 a standardului WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Consor\u021biul W3C a prezentat primele versiuni preliminary ale specifica\u021biilor WebGPU \u0219i WebGPU Shading Language (WGSL), care definesc API-ul pentru executarea opera\u021biunilor pe GPU, cum ar fi redarea \u0219i calculele, precum \u0219i limbajul shaderelor pentru scrierea programelor care ruleaz\u0103 pe GPU. Acesta este conceptual similar cu API-urile Vulkan, Metal \u0219i Direct3D 12. Specifica\u021biile au fost redactate de un grup de lucru format din ingineri de la Mozilla, Google, Apple \u0219i Microsoft.    <\/p>\n<p>Concep\u021bional, WebGPU se diferen\u021biaz\u0103 de WebGL aproximativ la fel cum API-ul grafic Vulkan se diferen\u021biaz\u0103 de OpenGL, dar nu se bazeaz\u0103 pe un API grafic specific, ci reprezint\u0103 un strat universal care utilizeaz\u0103 acelea\u0219i primitive de nivel inferior disponibile \u00een Vulkan, Metal \u0219i Direct3D. WebGPU ofer\u0103 aplica\u021biilor JavaScript instrumente pentru controlul de nivel inferior asupra organiz\u0103rii, proces\u0103rii \u0219i transmiterii comenzilor c\u0103tre GPU, gestionarea resurselor asociate, memorie, buffer-e, obiecte de texturi \u0219i shadere grafice compilate. Aceast\u0103 abordare permite ob\u021binerea unei performan\u021be mai ridicate pentru aplica\u021biile grafice prin reducerea costurilor indirecte \u0219i \u00eembun\u0103t\u0103\u021birea eficien\u021bei \u00een interac\u021biunea cu GPU-ul.     <\/p>\n<p>WebGPU permite crearea de proiecte complexe 3D pentru web care func\u021bioneaz\u0103 la fel de bine ca programele autonome care interac\u021bioneaz\u0103 direct cu Vulkan, Metal sau Direct3D, f\u0103r\u0103 a fi legate de platforme specifice. WebGPU ofer\u0103, de asemenea, capacit\u0103\u021bi suplimentare atunci c\u00e2nd se portabilizeaz\u0103 programele grafice native \u00eentr-o form\u0103 capabil\u0103 s\u0103 func\u021bioneze pe baza tehnologiilor web, datorit\u0103 compil\u0103rii \u00een WebAssembly. Pe l\u00e2ng\u0103 grafica 3D, WebGPU acoper\u0103 \u0219i capacit\u0103\u021bile legate de externalizarea calculelor pe GPU \u0219i executarea shaderelor.       <\/p>\n<p>Tr\u0103s\u0103turile cheie ale WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Control separat al resurselor, al proceselor preg\u0103titoare \u0219i al transmiterii comenzii c\u0103tre GPU (\u00een WebGL, un singur obiect se ocupa de toate simultan). Sunt furnizate trei contexte separate: GPUDevice pentru crearea resurselor, cum ar fi texturi \u0219i buffere; GPUCommandEncoder pentru codificarea comenzilor individuale, inclusiv etapele de randare \u0219i calcul; GPUCommandBuffer pentru a fi trimis \u00een coad\u0103 pentru executare pe GPU. Rezultatul poate fi redat \u00eentr-o zon\u0103 asociat\u0103 cu unul sau mai multe elemente canvas, sau procesat f\u0103r\u0103 redare (de exemplu, \u00een cazul execut\u0103rii sarcinilor de calcul). Separarea etapelor simplific\u0103 delegarea cre\u0103rii resurselor \u0219i a opera\u021biunilor preg\u0103titoare \u00een diferite manejere care pot fi executate pe fire diferite.\n<li class=\"l\"> O abordare diferit\u0103 \u00een prelucrarea st\u0103rilor. \u00cen WebGPU se propun dou\u0103 obiecte \u2014 GPURenderPipeline \u0219i GPUComputePipeline, care permit combinarea diferitelor st\u0103ri definite anterior de dezvoltator, ceea ce permite browserului s\u0103 nu cheltuie resurse pe munc\u0103 suplimentar\u0103, cum ar fi recompilarea shaderelor. Printre st\u0103rile acceptate se num\u0103r\u0103: shadere, aranjamente de buferi de v\u00e2rfuri \u0219i atribute, aranjamente de grupuri ata\u0219ate, amestecare, ad\u00e2ncime \u0219i \u0219abloane, formate de ie\u0219ire dup\u0103 redare.\n<li class=\"l\"> Modelul de leg\u0103tur\u0103, \u00een mare m\u0103sur\u0103 similar cu metodele de grupare a resurselor prezente \u00een Vulkan. Pentru a grupa resursele \u00een grupuri, WebGPU ofer\u0103 un obiect GPUBindGroup, care poate fi legat la alte obiecte similare \u00een timpul \u00eenregistr\u0103rii comenzilor pentru utilizarea \u00een shadere. Crearea acestor grupuri permite driverului s\u0103 efectueze \u00een prealabil ac\u021biunile preg\u0103titoare necesare, iar browserului \u00eei permite s\u0103 schimbe semnificativ mai repede leg\u0103turile resurselor \u00eentre apelurile de redare. Dispunerea leg\u0103turilor resurselor poate fi definit\u0103 dinainte prin intermediul obiectului GPUBindGroupLayout.  <\/ul>\n<p>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55172\">opennet.ro<\/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 5.0.2.1 - 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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