{"id":107760,"date":"2023-04-06T12:48:22","date_gmt":"2023-04-06T10:48:22","guid":{"rendered":"https:\/\/prohoster.info\/?p=107760"},"modified":"2023-04-06T17:07:09","modified_gmt":"2023-04-06T15:07:09","slug":"v-chrome-budet-vklyuchena-podderzhka-webgpu","status":"publish","type":"post","link":"https:\/\/prohoster.info\/ro\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"Chrome va include suport pentru WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Compania Google a anun\u021bat activarea implicit\u0103 a suportului pentru API-ul grafic WebGPU \u0219i limbajul de shadere WGSL (WebGPU Shading Language) \u00een rama Chrome 113, a c\u0103rei lansare este planificat\u0103 pentru 2 mai. WebGPU ofer\u0103 o interfa\u021b\u0103 programatic\u0103 similar\u0103 cu Vulkan, Metal \u0219i Direct3D 12 pentru executarea opera\u021biunilor pe GPU, cum ar fi redarea \u0219i calculele, \u0219i permite utilizarea limbajului de shadere pentru a scrie programe care ruleaz\u0103 pe GPU. Implementarea WebGPU va fi disponibil\u0103 ini\u021bial doar \u00een versiunile pentru ChromeOS, macOS \u0219i Windows. Pentru Linux \u0219i Android, suportul WebGPU va fi activat ulterior.       <\/p>\n<p>Pe l\u00e2ng\u0103 Chrome, suportul experimental pentru WebGPU a fost testat din aprilie 2020 \u00een Firefox \u0219i din noiembrie 2021 \u00een Safari. Pentru a activa WebGPU \u00een Firefox, trebuie s\u0103 modifica\u021bi set\u0103rile dom.webgpu.enabled \u0219i gfx.webgpu.force-enabled \u00een about:config. Nu s-au f\u0103cut anun\u021buri cu privire la planurile de a activa WebGPU \u00een mod implicit \u00een Firefox \u0219i Safari. Implement\u0103rile WebGPU \u00een dezvoltare pentru Firefox \u0219i Chrome sunt disponibile sub form\u0103 de biblioteci separate \u2014 Dawn (C++) \u0219i wgpu (Rust), care pot fi utilizate pentru a integra suportul WebGPU \u00een aplica\u021biile dumneavoastr\u0103. De asemenea, se lucreaz\u0103 la ad\u0103ugarea suportului pentru WebGPU \u00een biblioteci populare de JavaScript, care foloseau ini\u021bial WebGL. De exemplu, suportul complet pentru WebGPU este deja declarat \u00een Babylon.js, iar cel par\u021bial \u00een Three.js, PlayCanvas \u0219i TensorFlow.js.       <\/p>\n<p>Conceptual, WebGPU se deosebe\u0219te de WebGL aproximativ la fel cum API-ul grafic Vulkan difer\u0103 de OpenGL, dar WebGPU nu se bazeaz\u0103 pe un API grafic specific, ci reprezint\u0103 un strat universal care utilizeaz\u0103 acelea\u0219i primitive de baz\u0103 disponibile \u00een Vulkan, Metal \u0219i Direct3D. WebGPU ofer\u0103 aplica\u021biilor JavaScript instrumente pentru controlul de baz\u0103 al organiz\u0103rii, prelucr\u0103rii \u0219i transmisiei comenzilor c\u0103tre GPU, gestionarea resurselor asociate, memorie, buffer-e, obiecte textur\u0103 \u0219i shadere grafice compilate. Aceast\u0103 abordare permite ob\u021binerea unei performan\u021be mai mari \u00een aplica\u021biile grafice prin reducerea cheltuielilor generale \u0219i cre\u0219terea eficien\u021bei muncii cu GPU.     <\/p>\n<p>WebGPU ofer\u0103 posibilitatea de a crea pentru Web proiecte 3D complexe, care func\u021bioneaz\u0103 la fel de bine ca programele autonome ce folosesc direct Vulkan, Metal sau Direct3D, dar f\u0103r\u0103 a fi legate de platforme specifice. WebGPU ofer\u0103, de asemenea, func\u021bionalit\u0103\u021bi suplimentare pentru portarea programelor grafice native \u00eentr-o form\u0103 capabil\u0103 s\u0103 func\u021bioneze pe baza tehnologiilor web, gra\u021bie compil\u0103rii \u00een WebAssembly. Pe l\u00e2ng\u0103 grafic\u0103 3D, WebGPU acoper\u0103 \u0219i capacit\u0103\u021bile legate de externalizarea calculului 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.    <\/li>\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.    <\/li>\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.  <\/li>\n<\/ul>\n<p>Sursa: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58929\">opennet.ro<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Google \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0438 \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e API WebGPU \u0438 \u044f\u0437\u044b\u043a\u0430 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 WGSL (WebGPU Shading Language) \u0432 \u0432\u0435\u0442\u043a\u0435 Chrome 113, \u0440\u0435\u043b\u0438\u0437 \u043a\u043e\u0442\u043e\u0440\u043e\u0439 \u043d\u0430\u043c\u0435\u0447\u0435\u043d \u043d\u0430 2 \u043c\u0430\u044f. WebGPU \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u0441\u0445\u043e\u0436\u0438\u0439 \u0441 Vulkan, Metal \u0438 Direct3D 12 \u043f\u0440\u043e\u0433\u0440\u0430\u043c\u043c\u043d\u044b\u0439 \u0438\u043d\u0442\u0435\u0440\u0444\u0435\u0439\u0441 \u0434\u043b\u044f \u0432\u044b\u043f\u043e\u043b\u043d\u0435\u043d\u0438\u044f \u043e\u043f\u0435\u0440\u0430\u0446\u0438\u0439 \u043d\u0430 \u0441\u0442\u043e\u0440\u043e\u043d\u0435 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 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c \u044f\u0437\u044b\u043a [&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-107760","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\u043c\u043f\u0430\u043d\u0438\u044f Google \u043e\u0431\u044a\u044f\u0432\u0438\u043b\u0430 \u043e \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0438 \u043f\u043e \u0443\u043c\u043e\u043b\u0447\u0430\u043d\u0438\u044e \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u043e\u0433\u043e API WebGPU \u0438 \u044f\u0437\u044b\u043a\u0430 \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432 WGSL (WebGPU Shading Language) 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