{"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\/ro\/blog\/news\/opublikovan-graficheskij-standart-vulkan-1-2","title":{"rendered":"Standardul grafic Vulkan 1.2 a fost publicat","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Consor\u021biul Khronos, care se ocup\u0103 cu dezvoltarea standardelor grafice,<br \/>\n<noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/news\/press\/khronos-group-releases-vulkan-1.2\">a publicat<\/a><\/noindex> specifica\u021bia <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/vulkan\/\">Vulkan 1.2<\/a><\/noindex>, care define\u0219te API-ul pentru accesul la capabilit\u0103\u021bile grafice \u0219i de calcul ale GPU-ului. Noua specifica\u021bie a inclus corec\u021biile acumulate \u00een decursul a doi ani \u0219i  <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/vulkan\/#apispecs\">extensii<\/a><\/noindex>. Conduc\u0103torii care suport\u0103 noua versiune Vulkan sunt deja <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Docs\/issues\/1162\">au lansat<\/a><\/noindex> companiile 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 \u0219i <noindex><a rel=\"nofollow\" href=\"https:\/\/developer.nvidia.com\/vulkan-driver\">NVIDIA<\/a><\/noindex>. \u00cen Mesa, suportul pentru Vulkan 1.2 este oferit pentru driverii <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/mesa\/mesa\/merge_requests\/3410\">RADV<\/a><\/noindex> (pl\u0103ci AMD) \u0219i <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/mesa\/mesa\/merge_requests\/3409\">ANV<\/a><\/noindex> (Intel). Suportul pentru Vulkan 1.2 este de asemenea implementat \u00een debuggerele <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> \u0219i setul de exemple <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/Vulkan-Samples\">Vulkan-Samples<\/a><\/noindex>.<\/p>\n<p>Principalele <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/assets\/uploads\/apis\/Vulkan-1-2-Launch_Jan20.pdf\">nout\u0103\u021bi<\/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\">Implementarea limbajului de programare a shaderelor<\/a><\/noindex> HLSL <noindex><a rel=\"nofollow\" href=\"https:\/\/ru.wikipedia.org\/wiki\/HLSL\">, dezvoltat de Microsoft pentru DirectX, a fost adus\u0103<\/a><\/noindex>la stadiul de preg\u0103tire pentru utilizare general\u0103. Suportul HLSL \u00een Vulkan ofer\u0103 posibilitatea utiliz\u0103rii acelea\u0219i shader HLSL \u00een aplica\u021bii bazate pe Vulkan \u0219i DirectX, precum \u0219i simplific\u0103 traducerea din HLSL \u00een SPIR-V. Se recomand\u0103 utilizarea compilatorului standard<br \/>\n<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/Microsoft\/DirectXShaderCompiler\">DXC<\/a><\/noindex>, care a fost deschis de Microsoft \u00een 2017 \u0219i se bazeaz\u0103 pe tehnologia LLVM. Suportul Vulkan este implementat printr-un backend separat, permi\u021b\u00e2nd traducerea HLSL \u00een reprezentarea intermediar\u0103 a shaderelor SPIR-V. Implementarea include nu doar toate capabilit\u0103\u021bile integrate<br \/>\nHLSL, inclusiv tipuri matematice, fluxuri de control, func\u021bii, seturi, tipuri de resurse, spa\u021bii de nume, Shader Model 6.2, structuri \u0219i metode, precum \u0219i extinderi specifice Vulkan, cum ar fi VKRay de la NVIDIA. \u00cen modul HLSL deasupra Vulkan, s-au reu\u0219it organizarea jocurilor precum Destiny 2, Red Dead Redemption II, Assassin\u2019s Creed Odyssey \u0219i 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=\"Standardul grafic Vulkan 1.2 a fost publicat\" src=\"\/wp-content\/uploads\/2020\/01\/e6da0b0397b1320c69fe55770a441fc2.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<li class=\"l\"> Specifica\u021bia <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/registry\/spir-v\/\">SPIR-V 1.5<\/a><\/noindex>, care define\u0219te o reprezentare intermediar\u0103 universal\u0103 pentru toate platformele a shaderelor, care poate fi aplicat\u0103 at\u00e2t pentru grafic\u0103, c\u00e2t \u0219i pentru calcul paralel.<br \/>\nSPIR-V presupune alocarea unei faze separate de compilare a shaderelor \u00een reprezentarea intermediar\u0103, ceea ce permite crearea de frontend-uri pentru diverse limbaje de programare de nivel \u00eenalt. Pe baza diferitelor implement\u0103ri de nivel \u00eenalt, este generat un cod intermediar unificat care poate fi utilizat de driverele OpenGL, Vulkan \u0219i OpenCL f\u0103r\u0103 a utiliza un compilator \u00eencorporat pentru shadere. <\/p>\n<p><center><img decoding=\"async\" alt=\"Standardul grafic Vulkan 1.2 a fost publicat\" src=\"\/wp-content\/uploads\/2020\/01\/48f8f20b43967bc39fd097bb893ec328.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> \u00cen API-ul principal Vulkan sunt incluse 23 de extensii, care au permis cre\u0219terea performan\u021bei, \u00eembun\u0103t\u0103\u021birea calit\u0103\u021bii vizualiz\u0103rii \u0219i simplificarea dezvolt\u0103rii. Printre extensiile ad\u0103ugate se num\u0103r\u0103:\n<ul>\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.khronos.org\/blog\/vulkan-timeline-semaphores\">Semaforele cronologice<\/a><\/noindex> (Timeline semaphore), unificatoare de sincroniz\u0103ri cu gazda \u0219i cozile de dispozitive (permite utilizarea unui singur primitiv pentru sincronizarea bidirec\u021bional\u0103 \u00eentre dispozitiv \u0219i gazd\u0103, f\u0103r\u0103 a folosi primitive separate VkFence \u0219i VkSemaphore). Noile semafoare sunt reprezentate printr-o valoare monotonic\u0103 \u00een cre\u0219tere de 64 de bi\u021bi, care poate fi urm\u0103rit\u0103 \u0219i actualizat\u0103 \u00een mai multe thread-uri.<br \/>\n<center><img decoding=\"async\" alt=\"Standardul grafic Vulkan 1.2 a fost publicat\" src=\"\/wp-content\/uploads\/2020\/01\/83a1ccf089034dbe720225c88bd3cb79.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/center><\/p>\n<li class=\"l\"> Posibilitatea utiliz\u0103rii \u00een shadere a tipurilor numerice cu precizie redus\u0103;\n<li class=\"l\"> O variant\u0103 compatibil\u0103 cu HLSL pentru aranjamentul memoriei;\n<li class=\"l\"> Resursele nesociate (bindless), care elimin\u0103 limitarea num\u0103rului de resurse disponibile pentru shadere prin utilizarea unui spa\u021biu virtual comun de memorie a sistemului \u0219i de memorie 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\">Modelul formal de memorie<\/a><\/noindex>, care define\u0219te cum pot accesa thread-urile executate \u00een paralel datele comune \u0219i opera\u021biunile de sincronizare;\n<li class=\"l\"> <noindex><a rel=\"nofollow\" href=\"https:\/\/www.youtube.com\/watch?v=tXipcoeuNh4\">Indexarea descriptorilor<\/a><\/noindex> pentru reutilizarea descriptorilor de aranjamente \u00een mai multe shadere;\n<li class=\"l\"> Referin\u021be la buffer.\n<\/ul>\n<p> Lista complet\u0103 a extensiilor ad\u0103ugate:<\/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_atomic_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_vulkan_memory_model<\/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_descriptor_indexing<\/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\">A fost ad\u0103ugat<\/a><\/noindex> peste 50 de noi structuri \u0219i 13 func\u021bii;\n<li class=\"l\"> Au fost preg\u0103tite variante scurtate ale specifica\u021biei pentru platformele \u021bint\u0103 standard, simplific\u00e2nd utilizarea pe platforme care nu suport\u0103 \u00eenc\u0103 toate extensiile, permi\u021b\u00e2nd utilizarea f\u0103r\u0103 activarea selectiv\u0103 a capacit\u0103\u021bilor de baz\u0103 ale API-ului Vulkan.\n<li class=\"l\"> S-a continuat lucrul la proiectul de asigurare a portabilit\u0103\u021bii cu alte API grafice. De exemplu, \u00een Vulkan au fost propuse extensii care permit transla\u021bia 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) \u0219i 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>) prin API-ul Vulkan, precum \u0219i, invers, pentru a asigura func\u021bionarea Vulkan pe platforme care nu au suport nativ (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/gfx-rs\/gfx\">gfx-rs<\/a><\/noindex> \u0219i <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/DragonJoker\/Ashes\">Ashes<\/a><\/noindex> pentru a func\u021biona deasupra OpenGL \u0219i DirectX, <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/MoltenVK\">MoltenVK<\/a><\/noindex> \u0219i gfx-rs pentru a func\u021biona deasupra Metal).<br \/>\nPentru a \u00eembun\u0103t\u0103\u021bi compatibilitatea cu DirectX \u0219i HLSL, au fost ad\u0103ugate extensii<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, precum \u0219i func\u021bionalit\u0103\u021bi specifice HLSL implementate \u00een SPIR-V.<\/p>\n<\/ul>\n<p>Planurile de viitor includ dezvoltarea extensiilor pentru \u00eenv\u0103\u021barea automat\u0103, trasarea razelor, codificarea \u0219i decodificarea video, suportul pentru VRS (shading variabil) \u0219i shader-e Mesh.<\/p>\n<p>Reamintim c\u0103 API-ul Vulkan <noindex><a rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=43887\">este remarcabil\u0103<\/a><\/noindex> simplific\u0103 radical driverele, mut\u0103 generarea comenzilor GPU \u00een partea aplica\u021biei, permite conectarea unor straturi de depanare, unific\u0103 API-ul pentru diferite platforme \u0219i utilizeaz\u0103 o reprezentare intermediar\u0103 precompilat\u0103 a codului pentru execu\u021bia pe GPU. Pentru a asigura performan\u021b\u0103 ridicat\u0103 \u0219i previzibilitate, Vulkan ofer\u0103 aplica\u021biilor instrumente pentru gestionarea direct\u0103 a opera\u021biunilor GPU \u0219i suport \u00eencorporat pentru procesarea multi-threaded a comenzilor GPU, minimiz\u00e2nd cheltuielile suplimentare cauzate de driver, iar capacit\u0103\u021bile implementate \u00een driver devin semnificativ mai simple \u0219i mai previzibile. De exemplu, opera\u021biuni precum gestionarea memoriei \u0219i tratamentul erorilor, implementate \u00een OpenGL \u00een driver, sunt mutate \u00een nivelul aplica\u021biei \u00een Vulkan.<\/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 pl\u0103ci grafice \u0219i domenii de aplica\u021bie. Datorit\u0103 arhitecturii multilayer a Vulkan, care implic\u0103 crearea de instrumente ce func\u021bioneaz\u0103 cu orice GPU, produc\u0103torii de hardware pot utiliza instrumente standardizate pentru verificarea codului, depanare \u0219i profilare \u00een timpul dezvolt\u0103rii. Pentru crearea shaderelor, se propune un nou format intermediar portabil SPIR-V, bazat pe LLVM \u0219i folosind tehnologii comune cu OpenCL. Pentru gestionarea dispozitivelor \u0219i ecranelor, Vulkan ofer\u0103 un interfa\u021b\u0103 WSI (Window System Integration), care rezolv\u0103 aproximativ acelea\u0219i sarcini ca EGL \u00een OpenGL ES. Suportul WSI este disponibil din cutie \u00een Wayland \u2014 toate aplica\u021biile care utilizeaz\u0103 Vulkan pot fi rulate \u00een medii cu servere Wayland nemodificate. Capacitatea de a func\u021biona prin WSI este, de asemenea, asigurat\u0103 pentru Android, X11 (cu DRI3), Windows, Tizen, macOS \u0219i iOS.<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Sursa: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52194\">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 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 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