{"id":103096,"date":"2022-01-25T21:37:04","date_gmt":"2022-01-25T19:37:04","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/opublikovan-graficheskij-standart-vulkan-1-3"},"modified":"2022-01-25T21:37:04","modified_gmt":"2022-01-25T19:37:04","slug":"opublikovan-graficheskij-standart-vulkan-1-3","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/opublikovan-graficheskij-standart-vulkan-1-3","title":{"rendered":"A fost publicat standardul grafic Vulkan 1.3","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Dup\u0103 doi ani de munc\u0103, consor\u021biul Khronos, care se ocup\u0103 cu dezvoltarea standardelor grafice, a publicat specifica\u021bia Vulkan 1.3, care define\u0219te API-ul pentru accesareacapacit\u0103\u021bilor grafice \u0219i de calcul ale GPU-ului. Noua specifica\u021bie a inclus corec\u021biile \u0219i extensiile acumulate \u00een decursul a doi ani. Se observ\u0103 c\u0103 cerin\u021bele specifica\u021biei Vulkan 1.3 sunt concepute pentru echipamente grafice de clas\u0103 OpenGL ES 3.1, ceea ce va permite suportarea noului API grafic pe toate GPU-urile care suport\u0103 Vulkan 1.2. Instrumentele Vulkan SDK sunt planificate pentru a fi publicate la jum\u0103tatea lunii februarie. Pe l\u00e2ng\u0103 specifica\u021bia principal\u0103, se preconizeaz\u0103 oferirea unor extensii suplimentare pentru dispozitive mobile \u0219i desktop de clas\u0103 medie \u0219i superioar\u0103, a c\u0103ror suport va fi realizat \u00een cadrul edi\u021biei \u201eVulkan Milestone\u201d.           <\/p>\n<p>\u00cen acela\u0219i timp, a fost prezentat planul de implementare a suportului pentru noua specifica\u021bie \u0219i extensiile suplimentare \u00een pl\u0103cile video \u0219i driverele dispozitivelor. Produse cu suport pentru Vulkan 1.3 sunt preg\u0103tite pentru lansare de companii precum Intel, AMD, ARM \u0219i NVIDIA. De exemplu, compania AMD a anun\u021bat c\u0103 va asigura \u00een cur\u00e2nd suport pentru Vulkan 1.3 \u00een seria de pl\u0103ci grafice AMD Radeon RX Vega, precum \u0219i \u00een toate pl\u0103cile bazate pe arhitectura AMD RDNA. Compania NVIDIA se preg\u0103te\u0219te s\u0103 publice drivere cu suport pentru Vulkan 1.3 pentru Linux \u0219i Windows. Compania ARM va ad\u0103uga suport pentru Vulkan 1.3 \u00een GPU-urile Mali.    <\/p>\n<p>Nout\u0103\u021bi principale:  <\/p>\n<ul>\n<li class=\"l\"> A fost implementat suportul pentru trecerile de redare simplificate (Streamlining Render Passes, VK_KHR_dynamic_rendering), care permit \u00eenceperea red\u0103rii f\u0103r\u0103 a crea treceri de redare \u0219i obiecte de cadru.\n<li class=\"l\"> Au fost ad\u0103ugate noi extensii pentru simplificarea gestion\u0103rii compil\u0103rii pipeline-ului grafic (pipeline, un set de opera\u021biuni care transform\u0103 primitivele grafice vectoriale \u0219i texturile \u00een reprezentarea pixelilor).\n<ul>\n<li class=\"l\"> VK_EXT_extended_dynamic_state, VK_EXT_extended_dynamic_state2 \u2014 adaug\u0103 st\u0103ri dinamice suplimentare pentru a reduce num\u0103rul de obiecte de stare compilate \u0219i ata\u0219ate.\n<li class=\"l\"> VK_EXT_pipeline_creation_cache_control \u2014 ofer\u0103 instrumente extinse pentru gestionarea momentului \u0219i modului \u00een care se compileaz\u0103 conductele.\n<li class=\"l\"> VK_EXT_pipeline_creation_feedback \u2014 furnizeaz\u0103 informa\u021bii despre conductele compilate pentru a simplifica profilarea \u0219i depanarea.  <\/ul>\n<li class=\"l\"> O serie de func\u021bionalit\u0103\u021bi au fost mutate din op\u021bionale \u00een obligatorii. De exemplu, acum este obligatorie implementarea adreselor de dispozitive tampon (VK_KHR_buffer_device_address) \u0219i a modelului de memorie Vulkan, care defineste modul \u00een care firele de execu\u021bie paralele pot accesa datele partajate \u0219i opera\u021biunile de sincronizare.\n<li class=\"l\"> Sunt furnizate instrumente pentru controlul precis al subgrupurilor (VK_EXT_subgroup_size_control), prin care produc\u0103torii pot oferi suport pentru mai multe dimensiuni de subgrupuri, iar dezvoltatorii pot alege dimensiunea necesar\u0103.\n<li class=\"l\"> A fost introdus\u0103 extensia VK_KHR_shader_integer_dot_product, care poate fi utilizat\u0103 pentru optimizarea performan\u021bei cadrelor de \u00eenv\u0103\u021bare automat\u0103, datorit\u0103 acceler\u0103rii hardware a opera\u021biunilor de produs scalar.\n<li class=\"l\"> \u00cen total, sunt incluse 23 de extensii noi:\n<ul>\n<li class=\"l\"> VK_KHR_copy_commands2\n<li class=\"l\"> VK_KHR_dynamic_rendering\n<li class=\"l\"> VK_KHR_format_feature_flags2\n<li class=\"l\"> VK_KHR_maintenance4\n<li class=\"l\"> VK_KHR_shader_integer_dot_product\n<li class=\"l\"> VK_KHR_shader_non_semantic_info\n<li class=\"l\"> VK_KHR_shader_terminate_invocation\n<li class=\"l\"> VK_KHR_synchronization2\n<li class=\"l\"> VK_KHR_zero_initialize_workgroup_memory\n<li class=\"l\"> VK_EXT_4444_formats\n<li class=\"l\"> VK_EXT_extended_dynamic_state\n<li class=\"l\"> VK_EXT_extended_dynamic_state2\n<li class=\"l\"> VK_EXT_image_robustness\n<li class=\"l\"> VK_EXT_inline_uniform_block\n<li class=\"l\"> VK_EXT_pipeline_creation_cache_control\n<li class=\"l\"> VK_EXT_pipeline_creation_feedback\n<li class=\"l\"> VK_EXT_private_data\n<li class=\"l\"> VK_EXT_shader_demote_to_helper_invocation\n<li class=\"l\"> VK_EXT_subgroup_size_control\n<li class=\"l\"> VK_EXT_texel_buffer_alignment\n<li class=\"l\"> VK_EXT_texture_compression_astc_hdr\n<li class=\"l\"> VK_EXT_tooling_info\n<li class=\"l\"> VK_EXT_ycbcr_2plane_444_formats   <\/ul>\n<li class=\"l\"> A fost ad\u0103ugat un nou tip de obiecte VkPrivateDataSlot. Au fost implementate 37 de comenzi noi \u0219i peste 60 de structuri.\n<li class=\"l\"> A fost actualizat\u0103 specifica\u021bia SPIR-V 1.6, care define\u0219te o reprezentare intermediar\u0103 universal\u0103 pentru toate platformele pentru shadere, care poate fi folosit\u0103 at\u00e2t pentru grafic\u0103, c\u00e2t \u0219i pentru calcule paralele. SPIR-V presupune alocarea unei faze separate de compilare a shaderelor \u00een reprezentarea intermediar\u0103, posibilind crearea de frontend-uri pentru diferite limbaje de nivel \u00eenalt. Pe baza diferitelor implement\u0103ri de nivel \u00eenalt, se genereaz\u0103 un cod intermediar unic, care poate fi utilizat de driverele OpenGL, Vulkan \u0219i OpenCL f\u0103r\u0103 aplicarea unui compilator de shadere \u00eencorporat.\n<li class=\"l\"> A fost propus\u0103 o concept de profile de compatibilitate. Prima companie care a preg\u0103tit un profil de baz\u0103 (baseline profile) pentru platforma Android este Google, care va simplifica determinarea nivelului de suport al capacit\u0103\u021bilor extinse Vulkan pe dispozitiv, care dep\u0103\u0219esc specifica\u021bia Vulkan 1.0. Pentru majoritatea dispozitivelor, suportul profilului va putea fi asigurat f\u0103r\u0103 instalarea actualiz\u0103rilor OTA.  <\/ul>\n<p>Reamintim c\u0103 API Vulkan se remarc\u0103 prin simplificarea drastic\u0103 a driverelor, transferul gener\u0103rii comenzilor GPU c\u0103tre aplica\u021bie, posibilitatea de a conecta straturi de depanare, unificarea API-ului pentru diverse platforme \u0219i utilizarea unei reprezent\u0103ri intermediare precompilate a codului pentru a fi executat\u0103 pe GPU. Pentru a asigura performan\u021ba ridicat\u0103 \u0219i predictibilitatea, Vulkan ofer\u0103 aplica\u021biilor instrumente pentru gestionarea direct\u0103 a opera\u021biunilor GPU \u0219i suport \u00eencorporat pentru procesarea multi-thread a comenzilor GPU, ceea ce minimizeaz\u0103 supra\u00eenc\u0103rcarea generat\u0103 de driver, iar capacit\u0103\u021bile realizate la nivel de driver devin semnificativ mai simple \u0219i mai previzibile. De exemplu, opera\u021biuni precum gestionarea memoriei \u0219i tratarea erorilor, realizate \u00een OpenGL la nivel de driver, sunt transferate \u00een Vulkan la nivelul aplica\u021biei.    <\/p>\n<p>Vulkan acoper\u0103 toate platformele disponibile \u0219i ofer\u0103 un API unificat pentru sisteme desktop, mobile \u0219i Web, permi\u021b\u00e2nd utilizarea unui singur API comun pentru diverse procesoare grafice \u0219i domenii de aplicare. Datorit\u0103 arhitecturii multilayer a Vulkan, care implic\u0103 crearea de instrumente care lucreaz\u0103 cu orice GPU, produc\u0103torii de hardware pot utiliza \u00een dezvoltare instrumente standard pentru verificarea codului, depanare \u0219i profilare. Pentru crearea shaderelor, se propune o nou\u0103 reprezentare intermediar\u0103 portabil\u0103 SPIR-V, bazat\u0103 pe LLVM \u0219i utiliz\u00e2nd tehnologii bazate pe OpenCL. Pentru gestionarea dispozitivelor \u0219i a ecranelor, Vulkan propune o interfa\u021b\u0103 WSI (Window System Integration), care abordeaz\u0103 aproximativ acelea\u0219i sarcini ca \u0219i EGL \u00een OpenGL ES. Suportul WSI este disponibil direct \u00een Wayland \u2014 toate aplica\u021biile care utilizeaz\u0103 Vulkan pot fi lansate \u00een medii neafectate. <a class=\"wpil_keyword_link\" href=\"https:\/\/prohoster.info\/ro\/server\/\"   title=\"servere\" data-wpil-keyword-link=\"linked\"  data-wpil-monitor-id=\"1626\">servere<\/a> Wayland. Posibilitatea de a lucra prin WSI este, de asemenea, asigurat\u0103 pentru Android, X11 (cu DRI3), Windows, Tizen, macOS \u0219i iOS.<br \/>\n<br \/>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=56576\">opennet.ro<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041f\u043e\u0441\u043b\u0435 \u0434\u0432\u0443\u0445 \u043b\u0435\u0442 \u0440\u0430\u0431\u043e\u0442\u044b \u043a\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 1.3, \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. \u041e\u0442\u043c\u0435\u0447\u0430\u0435\u0442\u0441\u044f, \u0447\u0442\u043e \u0442\u0440\u0435\u0431\u043e\u0432\u0430\u043d\u0438\u044f \u0441\u043f\u0435\u0446\u0438\u0444\u0438\u043a\u0430\u0446\u0438\u0438 Vulkan 1.3 \u0440\u0430\u0441\u0441\u0447\u0438\u0442\u0430\u043d\u044b \u043d\u0430 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0435 \u043e\u0431\u043e\u0440\u0443\u0434\u043e\u0432\u0430\u043d\u0438\u0435 \u043a\u043b\u0430\u0441\u0441\u0430 OpenGL ES 3.1, \u0447\u0442\u043e \u043f\u043e\u0437\u0432\u043e\u043b\u0438\u0442 \u043e\u0431\u0435\u0441\u043f\u0435\u0447\u0438\u0442\u044c \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0443 \u043d\u043e\u0432\u043e\u0433\u043e [&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-103096","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All 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