{"id":75813,"date":"2020-03-28T19:42:24","date_gmt":"2020-03-28T17:42:24","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx"},"modified":"2020-03-28T19:42:24","modified_gmt":"2020-03-28T17:42:24","slug":"collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sk\/blog\/news\/collabora-razvivaet-nadstrojku-dlya-raboty-opencl-i-opengl-poverh-directx","title":{"rendered":"Collabora rozv\u00edja roz\u0161\u00edrenie na pr\u00e1cu s OpenCL a OpenGL nad DirectX","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Spolo\u010dnos\u0165 Collabora <noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/news-and-blog\/news-and-events\/introducing-opencl-and-opengl-on-directx.html\">predstavila<\/a><\/noindex> nov\u00fd Gallium ovl\u00e1da\u010d pre Mesa, implementuj\u00faci vrstvu pre organiz\u00e1ciu pr\u00e1ce API OpenCL 1.2 a OpenGL 3.3 na vrchole ovl\u00e1da\u010dov s podporou DirectX 12 (D3D12). K\u00f3d <noindex><a rel=\"nofollow\" href=\"https:\/\/gitlab.freedesktop.org\/kusma\/mesa\/-\/tree\/msclc-d3d12\">bol zverejnen\u00fd<\/a><\/noindex> pod licenciou MIT.<\/p>\n<p>Navrhnut\u00fd ovl\u00e1da\u010d umo\u017e\u0148uje pou\u017e\u00edva\u0165 Mesa na zariadeniach, ktor\u00e9 p\u00f4vodne nepodporuj\u00fa OpenCL a OpenGL, ako aj ako v\u00fdchoziu poz\u00edciu pre portovanie aplik\u00e1ci\u00ed OpenGL\/OpenCL na pr\u00e1cu s D3D12. Pre v\u00fdrobcov GPU podsystem poskytuje mo\u017enos\u0165 zabezpe\u010di\u0165 podporu OpenCL a OpenGL, ak existuj\u00fa iba ovl\u00e1da\u010de s podporou D3D12. <\/p>\n<p>Medzi najbli\u017e\u0161\u00edmi pl\u00e1nmi sa uv\u00e1dza dosiahnutie pln\u00e9ho prechodu testami kompatibility OpenCL 1.2 a OpenGL 3.3, overenie kompatibility s aplik\u00e1ciami a zaradenie dosiahnut\u00fdch v\u00fdsledkov do hlavnej \u0161trukt\u00fary Mesa. V\u00fdvoj sa uskuto\u010d\u0148uje spolo\u010dne s in\u017einiermi Microsoftu, ktor\u00ed rozv\u00edjaj\u00fa    <noindex><a rel=\"nofollow\" href=\"https:\/\/devblogs.microsoft.com\/directx\/d3d12-translation-layer-and-d3d11on12-are-now-open-source\/\">otvoren\u00fd<\/a><\/noindex> n\u00e1stroj <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D11On12\">D3D11On12<\/a><\/noindex> pre prevod hier z D3D11 na D3D12 a kni\u017enicu <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/D3D12TranslationLayer\">D3D12TranslationLayer<\/a><\/noindex>, implementuj\u00facu typick\u00e9 grafick\u00e9 primit\u00edva na vrchn\u00e9 D3D12. <\/p>\n<p>Implement\u00e1cia zah\u0155\u0148a Gallium ovl\u00e1da\u010d, kompil\u00e1tor OpenCL, OpenCL runtime a kompil\u00e1tor shaderov NIR-to-DXIL, ktor\u00fd prev\u00e1dza pou\u017e\u00edvan\u00e9 v Mesa medzi\u010dl\u00e1nkov\u00e9 reprezent\u00e1cie shaderov NIR na bin\u00e1rny form\u00e1t DXIL (DirectX Intermediate Language), podporovan\u00fd v DirectX 12 a zalo\u017een\u00fd na bitovom k\u00f3de LLVM 3.7 (<noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/microsoft\/DirectXShaderCompiler\">DirectX Shader Compiler<\/a><\/noindex> od Microsoftu, ktor\u00fd je v podstate roz\u0161\u00edrenou vetvou LLVM 3.7). Kompil\u00e1tor OpenCL bol pripraven\u00fd na z\u00e1klade v\u00fdsledkov projektu LLVM a n\u00e1strojov <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/KhronosGroup\/SPIRV-LLVM-Translator\">SPIRV-LLVM<\/a><\/noindex>.<\/p>\n<p>Zdrojov\u00e9 k\u00f3dy s roz\u0161\u00edreniami OpenCL sa kompiluj\u00fa pomocou clang na medzi\u010dl\u00e1nkov\u00fd pseudok\u00f3d LLVM (LLVM IR), ktor\u00fd sa n\u00e1sledne prev\u00e1dza na medzi\u010dl\u00e1nkov\u00fa reprezent\u00e1ciu OpenCL jadier vo form\u00e1te SPIR-V. Jadra v reprezent\u00e1cii SPIR-V sa odovzd\u00e1vaj\u00fa do Mesa, prev\u00e1dzaj\u00fa sa na form\u00e1t NIR, optimalizuj\u00fa sa a odovzd\u00e1vaj\u00fa do NIR-to-DXIL na generovanie v\u00fdpo\u010dtov\u00fdch shaderov vo form\u00e1te DXIL, vhodnom na vykon\u00e1vanie na GPU s pou\u017eit\u00edm runtime zalo\u017een\u00e9ho na DirectX 12.<br \/>\nNamiesto Clover, pou\u017e\u00edvan\u00e9ho v Mesa implement\u00e1cii OpenCL, bol navrhnut\u00fd nov\u00fd OpenCL runtime, ktor\u00fd umo\u017e\u0148uje viac priameho prevodu do API DirectX 12.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/www.collabora.com\/assets\/images\/blog\/opencl-compiler-overview.png\"><img decoding=\"async\" alt=\"Collabora rozv\u00edja roz\u0161\u00edrenie na pr\u00e1cu s OpenCL a OpenGL nad DirectX\" src=\"\/wp-content\/uploads\/2020\/03\/194f364cee846f77fa730f828e4db726.jpg\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p>Ovl\u00e1da\u010de OpenCL a OpenGL boli pripraven\u00e9 s pou\u017eit\u00edm poskytovan\u00e9ho v Mesa rozhrania Gallium, ktor\u00e9 umo\u017e\u0148uje pri vytv\u00e1ran\u00ed ovl\u00e1da\u010dov nezaobera\u0165 sa \u0161pecifick\u00fdmi detailami OpenGL a prev\u00e1dza\u0165 volania OpenGL na entity, ktor\u00e9 s\u00fa bli\u017e\u0161ie k grafick\u00fdm primit\u00edvam, ktor\u00fdmi operuj\u00fa modern\u00e9 GPU. Gallium ovl\u00e1da\u010d prij\u00edma pr\u00edkazy OpenGL a pri vyu\u017eit\u00ed prevodn\u00edka NIR-to-DXIL.<br \/>\nformuje pr\u00edkazy pre GPU, ktor\u00e9 s\u00fa vykon\u00e1van\u00e9 s pou\u017eit\u00edm ovl\u00e1da\u010da D3D12.<\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Zdroj: <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=52625\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f Collabora \u043f\u0440\u0435\u0434\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u043d\u043e\u0432\u044b\u0439 Gallium-\u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u0434\u043b\u044f Mesa, \u0440\u0435\u0430\u043b\u0438\u0437\u0443\u044e\u0449\u0438\u0439 \u043f\u0440\u043e\u0441\u043b\u043e\u0439\u043a\u0443 \u0434\u043b\u044f \u043e\u0440\u0433\u0430\u043d\u0438\u0437\u0430\u0446\u0438\u0438 \u0440\u0430\u0431\u043e\u0442\u044b API OpenCL 1.2 \u0438 OpenGL 3.3 \u043f\u043e\u0432\u0435\u0440\u0445 \u0434\u0440\u0430\u0439\u0432\u0435\u0440\u043e\u0432 \u0441 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u043a\u043e\u0439 DirectX 12 (D3D12). \u041a\u043e\u0434 \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043d \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 MIT. \u041f\u0440\u0435\u0434\u043b\u043e\u0436\u0435\u043d\u043d\u044b\u0439 \u0434\u0440\u0430\u0439\u0432\u0435\u0440 \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u0435\u0442 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u0442\u044c Mesa \u043d\u0430 \u0443\u0441\u0442\u0440\u043e\u0439\u0441\u0442\u0432\u0430\u0445, \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e \u043d\u0435 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u044e\u0449\u0438\u0445 OpenCL \u0438 OpenGL, \u0430 \u0442\u0430\u043a\u0436\u0435 \u0432 \u043a\u0430\u0447\u0435\u0441\u0442\u0432\u0435 \u0441\u0442\u0430\u0440\u0442\u043e\u0432\u043e\u0439 \u043f\u043e\u0437\u0438\u0446\u0438\u0438 \u0434\u043b\u044f \u043f\u043e\u0440\u0442\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f OpenGL\/OpenCL-\u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439 \u0434\u043b\u044f \u0440\u0430\u0431\u043e\u0442\u044b \u043f\u043e\u0432\u0435\u0440\u0445 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":75814,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-75813","post","type-post","status-publish","format-standard","has-post-thumbnail","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 Collabora 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