{"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\/sk\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C predstavil n\u00e1vrh \u0161tandardu WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Konzorcium W3C predstavilo prv\u00e9 n\u00e1vrhy \u0161pecifik\u00e1ci\u00ed WebGPU a WebGPU Shading Language (WGSL), ktor\u00e9 definuj\u00fa API pre vykon\u00e1vanie oper\u00e1ci\u00ed na GPU, ako napr\u00edklad renderovanie a v\u00fdpo\u010dty, ako aj jazyk tiene pre p\u00edsanie programov, ktor\u00e9 be\u017eia na GPU. Konceptu\u00e1lne je podobn\u00fd API Vulkan, Metal a Direct3D 12. \u0160pecifik\u00e1cie pripravila pracovn\u00e1 skupina, do ktorej patrili in\u017einieri z Mozilla, Google, Apple a Microsoft.    <\/p>\n<p>Konceptu\u00e1lne sa WebGPU l\u00ed\u0161i od WebGL pribli\u017ene tak, ako sa grafick\u00e9 API Vulkan l\u00ed\u0161i od OpenGL, ale nez\u00e1vis\u00ed od konkr\u00e9tneho grafick\u00e9ho API, iba predstavuje univerz\u00e1lnu vrstvenie, vyu\u017e\u00edvaj\u00facu tie ist\u00e9 n\u00edzko\u00farov\u0148ov\u00e9 primit\u00edvy, ktor\u00e9 s\u00fa k dispoz\u00edcii vo Vulkane, Metale a Direct3D. WebGPU poskytuje aplik\u00e1ci\u00e1m v JavaScripte prostriedky na n\u00edzko\u00farov\u0148ov\u00fa kontrolu nad organiz\u00e1ciou, spracovan\u00edm a odosielan\u00edm pr\u00edkazov do GPU, ako aj spr\u00e1vou s\u00favisiacich prostriedkov, pam\u00e4ti, b\u00faferov, text\u00far a skompilovan\u00fdch grafick\u00fdch tie\u0148ov. Tak\u00fdto pr\u00edstup umo\u017e\u0148uje dosiahnu\u0165 vy\u0161\u0161\u00ed v\u00fdkon grafick\u00fdch aplik\u00e1ci\u00ed zn\u00ed\u017een\u00edm re\u017eijn\u00fdch n\u00e1kladov a zv\u00fd\u0161en\u00edm efektivity pr\u00e1ce s GPU.     <\/p>\n<p>WebGPU umo\u017e\u0148uje vytv\u00e1ra\u0165 pre Web komplexn\u00e9 3D projekty, ktor\u00e9 funguj\u00fa rovnako dobre, ako samostatn\u00e9 programy, ktor\u00e9 priamo komunikuj\u00fa s Vulkanom, Metalom alebo Direct3D, ale nie s\u00fa viazan\u00e9 na konkr\u00e9tne platformy. WebGPU tie\u017e poskytuje \u010fal\u0161ie mo\u017enosti pri portovan\u00ed nat\u00edvnych grafick\u00fdch aplik\u00e1ci\u00ed do formy, ktor\u00e1 dok\u00e1\u017ee pracova\u0165 na b\u00e1ze webov\u00fdch technol\u00f3gi\u00ed, v\u010faka kompil\u00e1cii do WebAssembly. Okrem 3D grafiky WebGPU pokr\u00fdva aj mo\u017enosti s\u00favisiace s presunom v\u00fdpo\u010dtov na stranu GPU a vykon\u00e1van\u00edm tie\u0148ov.       <\/p>\n<p>K\u013e\u00fa\u010dov\u00e9 vlastnosti WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Oddelen\u00e9 riadenie zdrojov, pr\u00edpravn\u00fdch pr\u00e1c a odovzd\u00e1vania pr\u00edkazov do GPU (v WebGL jeden objekt zodpovedal za v\u0161etko naraz). Poskytuje sa tri samostatn\u00e9 kontexty: GPUDevice na vytv\u00e1ranie zdrojov, ako s\u00fa text\u00fary a buffery; GPUCommandEncoder na k\u00f3dovanie jednotliv\u00fdch pr\u00edkazov vr\u00e1tane f\u00e1z vykres\u013eovania a po\u010d\u00edtania; GPUCommandBuffer na odosielanie do frontu na vykonanie v GPU. V\u00fdsledok m\u00f4\u017ee by\u0165 vykreslen\u00fd v oblasti spjatej s jedn\u00fdm alebo viacer\u00fdmi prvkami canvas, alebo spracovan\u00fd bez v\u00fdstupu (napr\u00edklad pri sp\u00fa\u0161\u0165an\u00ed po\u010d\u00edtac\u00edch \u00faloh). Rozdelenie f\u00e1z zjednodu\u0161uje rozlo\u017eenie vytv\u00e1rania zdrojov a pr\u00edpravn\u00e9 oper\u00e1cie do r\u00f4znych spracovate\u013eov, ktor\u00e9 m\u00f4\u017eu by\u0165 vykonan\u00e9 v r\u00f4znych vl\u00e1knach.\n<li class=\"l\"> In\u00fd pr\u00edstup pri spracovan\u00ed stavov. Vo WebGPU s\u00fa navrhnut\u00e9 dva objekty \u2014 GPURenderPipeline a GPUComputePipeline, ktor\u00e9 umo\u017e\u0148uj\u00fa kombinova\u0165 r\u00f4zne stavy, vopred definovan\u00e9 v\u00fdvoj\u00e1rom, \u010do umo\u017e\u0148uje prehliada\u010du \u0161etri\u0165 zdroje na vykon\u00e1vanie dodato\u010dnej pr\u00e1ce, ako je prekompil\u00e1cia shaderov. Medzi podporovan\u00e9 stavy patr\u00ed: shadery, rozlo\u017eenia vrstvov\u00fdch b\u00faferov a atrib\u00fatov, rozlo\u017eenia pripojen\u00fdch skup\u00edn, mie\u0161anie, h\u013abka a \u0161abl\u00f3ny, form\u00e1ty v\u00fdstupu po renderovan\u00ed.\n<li class=\"l\"> Model viazania, ktor\u00fd pripom\u00edna existuj\u00face v Vulkan prostriedky skupinovania zdrojov. Na zl\u00fa\u010denie zdrojov do skup\u00edn poskytuje WebGPU objekt GPUBindGroup, ktor\u00fd je mo\u017en\u00e9 pri z\u00e1pise pr\u00edkazov previaza\u0165 s in\u00fdmi tak\u00fdmito objektmi na pou\u017eitie v shadroch. Vytv\u00e1ranie tak\u00fdchto skup\u00edn umo\u017e\u0148uje ovl\u00e1da\u010du vopred vykona\u0165 potrebn\u00e9 pr\u00edpravn\u00e9 kroky a prehliada\u010du u\u013eah\u010duje zna\u010dn\u00e9 zr\u00fdchlenie zmeny v\u00e4zieb zdrojov medzi volaniami vykres\u013eovania. Rozlo\u017eenie v\u00e4zieb zdrojov m\u00f4\u017ee by\u0165 definovan\u00e9 vopred pomocou objektu GPUBindGroupLayout.  <\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=55172\">opennet.ru<\/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 5.0.3 - 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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shaderov.","canonical_url":"https:\/\/prohoster.info\/sk\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","robots":"max-image-preview:large","keywords":"","webmasterTools":{"miscellaneous":""},"schema":null,"og:locale":"sk_SK","og:site_name":"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 \u0445\u043e\u0441\u0442\u0438\u043d\u0433 \u0434\u043b\u044f \u0441\u0430\u0439\u0442\u043e\u0432 \u0441 \u0437\u0430\u0449\u0438\u0442\u043e\u0439 \u043e\u0442 DDoS, VPS VDS \u0441\u0435\u0440\u0432\u0435\u0440\u044b","og:type":"article","og:title":"\ud83e\udd47W3C \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b \u0447\u0435\u0440\u043d\u043e\u0432\u043e\u0439 \u0432\u0430\u0440\u0438\u0430\u043d\u0442 \u0441\u0442\u0430\u043d\u0434\u0430\u0440\u0442\u0430 WebGPU | ProHoster","og:description":"\u041a\u043e\u043d\u0441\u043e\u0440\u0446\u0438\u0443\u043c W3C \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b 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