{"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\/sl\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","title":{"rendered":"U Chrome-u \u0107e biti uklju\u010dena podr\u0161ka za WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Podjetje Google je napovedalo, da bo v privzetem nastavitvenju vklju\u010dno z grafi\u010dnim API-jem WebGPU in jezikom sen\u010dil WGSL (WebGPU Shading Language) v razli\u010dici Chrome 113, katere izid je predviden za 2. maj. WebGPU ponuja programskega vmesnika, ki je podoben Vulkan, Metal in Direct3D 12, za izvajanje operacij na strani GPU, kot so risanje in izra\u010duni, ter omogo\u010da uporabo jezika sen\u010dil za pisanje programov, ki delujejo na strani GPU. Izvedba WebGPU bo sprva vklju\u010dena le v razli\u010dice za ChromeOS, macOS in Windows. Podpora za WebGPU bo zatem omogo\u010dena za Linux in Android.       <\/p>\n<p>Poleg Chrome se eksperimentalna podpora za WebGPU testira od aprila 2020 v Firefoxu in od novembra 2021 v Safariju. Za omogo\u010danje WebGPU v Firefoxu je potrebno v about:config nastaviti zastavice dom.webgpu.enabled in gfx.webgpu.force-enabled. O na\u010drtih za vklju\u010ditev WebGPU privzeto v Firefox in Safari zaenkrat ni poro\u010dil. Implementacije WebGPU, razvite za Firefox in Chrome, so na voljo kot lo\u010dene knji\u017enice \u2014 Dawn (C++) in wgpu (Rust), ki jih lahko uporabite za integracijo podpore WebGPU v svoje aplikacije. Prav tako poteka delo na dodajanju podpore za WebGPU v priljubljene JavaScript knji\u017enice, ki so prvotno uporabljale WebGL. Na primer, popolna podpora za WebGPU je \u017ee napovedana v Babylon.js, delna pa v Three.js, PlayCanvas in TensorFlow.js.       <\/p>\n<p>Konceptualno se WebGPU razlikuje od WebGL pribli\u017eno tako, kot se grafi\u010dni API Vulkan razlikuje od OpenGL, pri \u010demer pa WebGPU ni odvisen od specifi\u010dnega grafi\u010dnega API-ja, temve\u010d predstavlja univerzalno plast, ki uporablja iste nizko-nivojske primitivne tipe, ki so na voljo v Vulkan, Metal in Direct3D. WebGPU aplikacijam v JavaScriptu omogo\u010da nizko-nivojski nadzor nad organizacijo, obdelavo in prenosom ukazov na GPU, upravljanje povezanih virov, pomnilnika, zbirki podatkov, objekti teksturami in prevedenimi grafi\u010dnimi sen\u010dili. Tak\u0161en pristop omogo\u010da dosego vi\u0161je zmogljivosti grafi\u010dnih aplikacij z zmanj\u0161anjem stro\u0161kov in pove\u010danjem u\u010dinkovitosti pri delu z GPU.     <\/p>\n<p>WebGPU omogo\u010da ustvarjanje kompleksnih 3D projektov za splet, ki delujejo enako dobro kot samostojne aplikacije, ki neposredno uporabljajo Vulkan, Metal ali Direct3D, a niso vezane na specifi\u010dne platforme. WebGPU prav tako nudi dodatne mo\u017enosti pri prenosu nativnih grafi\u010dnih programov v obliko, ki je sposobna delovati na osnovi spletnih tehnologij, zahvaljujo\u010d prevajanju v WebAssembly. Poleg 3D grafike WebGPU zajema tudi mo\u017enosti, povezane z izvozom izra\u010dunov na GPU in izvajanjem sen\u010dilnikov.       <\/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.    <\/li>\n<li class=\"l\"> Dr\u017eenje pri obdelavi stanj je druga\u010dno. V WebGPU sta na voljo dva objekta \u2014 GPURenderPipeline in GPUComputePipeline, ki omogo\u010data kombinacijo razli\u010dnih stanj, vnaprej definiranih s strani razvijalca, kar omogo\u010da brskalniku, da ne tro\u0161i virov za dodatno delo, kot je ponovna kompilacija sen\u010dil. Med podprtimi stanjami so: sen\u010dila, razporeditve vertex bufferjev in atributov, razporeditve pritrjenih skupin, me\u0161anje, globina in predloge, ter formati izhodov po upodabljanju.    <\/li>\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.  <\/li>\n<\/ul>\n<p>Izvor: <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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WebGPU | ProHoster","description":"Kompanija Google je najavila da \u0107e uklju\u010diti podr\u0161ku za grafi\u010dki API WebGPU i jezik \u0161ejdera WGSL (WebGPU Shading Language) kao podrazumevanu opciju u verziji Chrome 113, \u010dije je izdavanje zakazano za 2. maj.","canonical_url":"https:\/\/prohoster.info\/sl\/blog\/news\/v-chrome-budet-vklyuchena-podderzhka-webgpu","robots":"max-image-preview:large","keywords":"","webmasterTools":{"miscellaneous":""},"schema":null,"og:locale":"sl_SI","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\udd47\u0412 Chrome \u0431\u0443\u0434\u0435\u0442 \u0432\u043a\u043b\u044e\u0447\u0435\u043d\u0430 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