{"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\/sk\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"V Chrome bude zaraden\u00e1 podpora WebGPU.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Spolo\u010dnos\u0165 Google ozn\u00e1mila, \u017ee od verzie Chrome 113, pl\u00e1novanej na 2. m\u00e1ja, bude predvolene podporova\u0165 grafick\u00e9 API WebGPU a jazyk shaderov WGSL (WebGPU Shading Language). WebGPU poskytuje rozhranie podobn\u00e9 Vulkan, Metal a Direct3D 12 na vykon\u00e1vanie oper\u00e1ci\u00ed na strane GPU, ako je vykres\u013eovanie a v\u00fdpo\u010dty, a umo\u017e\u0148uje pou\u017e\u00edvanie jazyka shaderov na p\u00edsanie programov funguj\u00facich na strane GPU. Implement\u00e1cia WebGPU bude najprv zahrnut\u00e1 len v zostav\u00e1ch pre ChromeOS, macOS a Windows. Podpora WebGPU pre Linux a Android sa aktivuje nesk\u00f4r.       <\/p>\n<p>Okrem prehliada\u010da Chrome sa experiment\u00e1lna podpora WebGPU testuje od apr\u00edla 2020 v prehliada\u010di Firefox a od novembra 2021 v prehliada\u010di Safari. Na aktiv\u00e1ciu WebGPU v prehliada\u010di Firefox treba v about:config nastavi\u0165 praporky dom.webgpu.enabled a gfx.webgpu.force-enabled. O pl\u00e1noch na zapnutie WebGPU ako predvolen\u00e9ho nastavenia v prehliada\u010di Firefox a Safari zatia\u013e neexistuj\u00fa \u017eiadne inform\u00e1cie. Implement\u00e1cie WebGPU vyv\u00edjaj\u00face sa pre prehliada\u010de Firefox a Chrome s\u00fa k dispoz\u00edcii vo forme samostatn\u00fdch kni\u017en\u00edc \u2014 Dawn (C++) a wgpu (Rust), ktor\u00e9 je mo\u017en\u00e9 pou\u017ei\u0165 na integr\u00e1ciu podpory WebGPU do vlastn\u00fdch aplik\u00e1ci\u00ed. Pracuje sa aj na prid\u00e1van\u00ed podpory WebGPU do popul\u00e1rnych JavaScript kni\u017en\u00edc, ktor\u00e9 p\u00f4vodne pou\u017e\u00edvali WebGL. Napr\u00edklad pln\u00e1 podpora WebGPU u\u017e bola ozn\u00e1men\u00e1 v Babylon.js, \u010diasto\u010dn\u00e1 v kni\u017eniciach Three.js, PlayCanvas a TensorFlow.js.       <\/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, av\u0161ak WebGPU nie je zalo\u017een\u00e9 na konkr\u00e9tnom grafickom API, ale predstavuje univerz\u00e1lnu vrstvu, ktor\u00e1 vyu\u017e\u00edva tie ist\u00e9 n\u00edzko\u00farov\u0148ov\u00e9 primit\u00edvy, ak\u00e9 s\u00fa dostupn\u00e9 vo Vulkan, Metal a Direct3D. WebGPU poskytuje aplik\u00e1ci\u00e1m na JavaScripte prostriedky na n\u00edzko\u00farov\u0148ov\u00fa kontrolu organiz\u00e1cie, spracovania a prenosu pr\u00edkazov k GPU, na spr\u00e1vu s\u00favisiacich zdrojov, pam\u00e4te, vyrovn\u00e1vac\u00edch pam\u00e4t\u00ed, objektov text\u00far a skompilovan\u00fdch grafick\u00fdch shaderov. Tento 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 komplexn\u00e9 3D projekty pre web, ktor\u00e9 funguj\u00fa rovnako dobre ako samostatn\u00e9 programy priamo vyu\u017e\u00edvaj\u00face Vulkan, Metal alebo Direct3D, ale nie s\u00fa viazan\u00e9 na konkr\u00e9tne platformy. WebGPU tie\u017e poskytuje dodato\u010dn\u00e9 mo\u017enosti pri portovan\u00ed nat\u00edvnych grafick\u00fdch programov do formy schopnej fungova\u0165 na z\u00e1klade webov\u00fdch technol\u00f3gi\u00ed, v\u010faka kompil\u00e1cii do WebAssembly. Okrem 3D grafiky WebGPU pokr\u00fdva aj mo\u017enosti s\u00favisiace s pren\u00e1\u0161an\u00edm v\u00fdpo\u010dtov na GPU a vykon\u00e1van\u00edm shaderov.       <\/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.    <\/li>\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.    <\/li>\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.  <\/li>\n<\/ul>\n<p>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=58929\">opennet.ru<\/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 5.0.4 - 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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