{"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\/sl\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C je predstavil osnutek standarda WebGPU.","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>W3C je predstavil prve osnutke specifikacij WebGPU in WebGPU Shading Language (WGSL), ki definirata API za izvajanje operacij na GPU, kot so risanje in izra\u010duni, ter jezik sen\u010dil za pisanje programov, ki delujejo na GPU. Konceptualno je podoben API-jem Vulkan, Metal in Direct3D 12. Specifikacije so pripravljene s strani delovne skupine, v kateri so in\u017eenirji iz podjetij Mozilla, Google, Apple in Microsoft.    <\/p>\n<p>Konceptualno se WebGPU razlikuje od WebGL pribli\u017eno tako, kot se grafi\u010dni API Vulkan razlikuje od OpenGL, vendar se ne naslanja na dolo\u010den grafi\u010dni API, temve\u010d predstavlja univerzalno plast, ki uporablja iste nizko-nivojske primitivne funkcije, ki jih najdemo v Vulkan, Metal in Direct3D. WebGPU aplikacijam na JavaScript zagotavlja nizko-nivojski nadzor nad organizacijo, obdelavo in prenosom ukazov na GPU, upravljanje povezanih virov, pomnilnika, predpomnilnikov, teksturnih objektov in prevedenih grafi\u010dnih sen\u010dil. Tak pristop omogo\u010da dosego vi\u0161je zmogljivosti grafi\u010dnih aplikacij z zmanj\u0161anjem stro\u0161kov in pove\u010danjem u\u010dinkovitosti dela z GPU.     <\/p>\n<p>WebGPU omogo\u010da ustvarjanje za splet zapletenih 3D-projektov, ki delujejo enako dobro kot samostojne programe, ki neposredno uporabljajo Vulkan, Metal ali Direct3D, vendar niso vezani na dolo\u010dene platforme. WebGPU prav tako ponuja dodatne mo\u017enosti pri prenosu nativnih grafi\u010dnih programov v obliko, ki lahko deluje na osnovi spletnih tehnologij, zahvaljujo\u010d prevodu v WebAssembly. Poleg 3D-grafike WebGPU zajema tudi mo\u017enosti, povezane z izvajanjem izra\u010dunov na GPU in izvajanjem sen\u010dil.       <\/p>\n<p>Klju\u010dne zna\u010dilnosti WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Lo\u010deno upravljanje z viri, pripravami in posredovanjem ukazov v GPU (v WebGL je en objekt odgovarjal za vse hkrati). Na voljo so trije lo\u010deni konteksti: GPUDevice za ustvarjanje virov, kot so teksture in predpomnilniki; GPUCommandEncoder za kodiranje posameznih ukazov, vklju\u010dno s fazami upodabljanja in izra\u010dunavanja; GPUCommandBuffer za prenos v \u010dakalno vrsto za izvajanje na GPU. Rezultat je mogo\u010de upodobiti v obmo\u010dju, povezanim z enim ali ve\u010d elementi canvas, ali obdelati brez izhoda (na primer pri izvajanju izra\u010dunskih nalog). Lo\u010ditev faz poenostavi razporeditev ustvarjanja virov in pripravljalne operacije v razli\u010dne obdelovalnike, ki se lahko izvajajo v razli\u010dnih niti.\n<li class=\"l\"> \u0418\u043d\u043e\u0439 \u043f\u043e\u0434\u0445\u043e\u0434 \u043f\u0440\u0438 \u043e\u0431\u0440\u0430\u0431\u043e\u0442\u043a\u0435 \u0441\u043e\u0441\u0442\u043e\u044f\u043d\u0438\u0439. \u0412 WebGPU \u043f\u0440\u0435\u0434\u043b\u0430\u0433\u0430\u0435\u0442\u0441\u044f \u0434\u0432\u0430 \u043e\u0431\u044a\u0435\u043a\u0442\u0430 &#8212;  GPURenderPipeline \u0438 GPUComputePipeline, \u043f\u043e\u0437\u0432\u043e\u043b\u044f\u044e\u0449\u0438\u0445 \u043a\u043e\u043c\u0431\u0438\u043d\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u0440\u0430\u0437\u043b\u0438\u0447\u043d\u044b\u0435 \u0441\u043e\u0441\u0442\u043e\u044f\u043d\u0438\u044f, \u0437\u0430\u0440\u0430\u043d\u0435\u0435 \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u0451\u043d\u043d\u044b\u0435 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u0447\u0438\u043a\u043e\u043c, \u0447\u0442\u043e \u0434\u0430\u0451\u0442 \u0432\u043e\u0437\u043c\u043e\u0436\u043d\u043e\u0441\u0442\u044c \u0431\u0440\u0430\u0443\u0437\u0435\u0440\u0443 \u043d\u0435 \u0442\u0440\u0430\u0442\u0438\u0442\u044c \u0440\u0435\u0441\u0443\u0440\u0441\u044b \u043d\u0430 \u043f\u0440\u043e\u0432\u0435\u0434\u0435\u043d\u0438\u0435 \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u043e\u0439 \u0440\u0430\u0431\u043e\u0442\u044b, \u0442\u0430\u043a\u043e\u0439 \u043a\u0430\u043a \u043f\u0435\u0440\u0435\u043a\u043e\u043c\u043f\u0438\u043b\u044f\u0446\u0438\u044f \u0448\u0435\u0439\u0434\u0435\u0440\u043e\u0432. \u0421\u0440\u0435\u0434\u0438 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0435\u043c\u044b\u0445 \u0441\u043e\u0441\u0442\u043e\u044f\u043d\u0438\u0439: \u0448\u0435\u0439\u0434\u0435\u0440\u044b, \u0440\u0430\u0441\u043a\u043b\u0430\u0434\u043a\u0438 \u0432\u0435\u0440\u0448\u0438\u043d\u043d\u044b\u0445 \u0431\u0443\u0444\u0435\u0440\u043e\u0432 \u0438 \u0430\u0442\u0440\u0438\u0431\u0443\u0442\u043e\u0432, \u0440\u0430\u0441\u043a\u043b\u0430\u0434\u043a\u0438 \u043f\u0440\u0438\u043a\u0440\u0435\u043f\u043b\u0451\u043d\u043d\u044b\u0445 \u0433\u0440\u0443\u043f\u043f, \u0441\u043c\u0435\u0448\u0438\u0432\u0430\u043d\u0438\u0435, \u0433\u043b\u0443\u0431\u0438\u043d\u0430 \u0438 \u0448\u0430\u0431\u043b\u043e\u043d\u044b, \u0444\u043e\u0440\u043c\u0430\u0442\u044b \u0432\u044b\u0432\u043e\u0434\u0430 \u043f\u043e\u0441\u043b\u0435 \u0440\u0435\u043d\u0434\u0435\u0440\u0438\u043d\u0433\u0430.\n<li class=\"l\"> Model povezivanja koja u velikoj meri podse\u0107a na postoje\u0107e mehanizme grupisanja resursa u Vulkanu. Za grupisanje resursa u WebGPU koristi se objekat GPUBindGroup, koji se prilikom zapisivanja komandi mo\u017ee povezati s drugim sli\u010dnim objektima za kori\u0161\u0107enje u \u0161ejderima. Kreiranje ovakvih grupa omogu\u0107ava drajveru da unapred izvr\u0161i potrebne pripremne radnje, dok pregledniku omogu\u0107ava zna\u010dajno br\u017eu promenu veza resursa izme\u0111u poziva za renderovanje. Raspored veza resursa mo\u017ee se unapred odrediti pomo\u0107u objekta GPUBindGroupLayout.  <\/ul>\n<p>Izvor: <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 5.0.4 - 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), \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u044f\u044e\u0449\u0438\u0445 API 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