{"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\/sq\/blog\/novosti-interneta\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C paraqiti nj\u00eb draft t\u00eb standardit WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Konsorciumi W3C paraqiti variantet e para t\u00eb draftit t\u00eb specifikimeve WebGPU dhe WebGPU Shading Language (WGSL), q\u00eb p\u00ebrcaktojn\u00eb API p\u00ebr ekzekutimin e operacioneve n\u00eb GPU, si renderimi dhe llogaritjet, si dhe nj\u00eb gjuh\u00eb shaders p\u00ebr t\u00eb shkruar programe q\u00eb funksionojn\u00eb n\u00eb an\u00ebn e GPU. Kjo \u00ebsht\u00eb konceptualisht e ngjashme me API-t\u00eb Vulkan, Metal dhe Direct3D 12. Specifikimet jan\u00eb p\u00ebrgatitur nga nj\u00eb grup pune, i cili p\u00ebrfshinte inxhinier\u00eb nga Mozilla, Google, Apple dhe Microsoft.    <\/p>\n<p>WebGPU konceptualisht \u00ebsht\u00eb ndryshe nga WebGL ashtu si\u00e7 \u00ebsht\u00eb ndryshe API grafik Vulkan nga OpenGL, por nuk bazohet n\u00eb nj\u00eb API grafik t\u00eb caktuar, duke p\u00ebrfaq\u00ebsuar nj\u00eb nd\u00ebrfaqe universale q\u00eb p\u00ebrdor t\u00eb nj\u00ebjtat primitive t\u00eb nivelit t\u00eb ul\u00ebt si Vulkan, Metal dhe Direct3D. WebGPU i ofron aplikacioneve n\u00eb JavaScript mjete p\u00ebr kontrollin e nivelit t\u00eb ul\u00ebt mbi organizimin, p\u00ebrpunimin dhe d\u00ebrgimin e komandave n\u00eb GPU, menaxhimin e burimeve t\u00eb lidhura, memories, bufigjeve, objekteve teksturash dhe shenjave grafike t\u00eb kompiluar. Qasja e till\u00eb lejon arritjen e performanc\u00ebs m\u00eb t\u00eb lart\u00eb t\u00eb aplikacioneve grafike duke reduktuar shpenzimet e mbivendosjes dhe duke p\u00ebrmir\u00ebsuar efikasitetin e pun\u00ebs me GPU.     <\/p>\n<p>WebGPU ofron mund\u00ebsin\u00eb p\u00ebr t\u00eb krijuar projekte t\u00eb nd\u00ebrlikuara 3D p\u00ebr Web, q\u00eb funksionojn\u00eb po ashtu si aplikacionet e ve\u00e7anta q\u00eb lidhen drejtp\u00ebrdrejt me Vulkan, Metal ose Direct3D, por q\u00eb nuk jan\u00eb t\u00eb lidhura me platforma t\u00eb caktuara. WebGPU gjithashtu ofron mund\u00ebsi t\u00eb tjera p\u00ebr portimin e aplikacioneve grafike natyrore n\u00eb nj\u00eb form\u00eb q\u00eb mund t\u00eb funksionoj\u00eb mbi teknologjit\u00eb web, fal\u00eb p\u00ebrkthimit n\u00eb WebAssembly. P\u00ebrve\u00e7 grafik\u00ebs 3D, WebGPU p\u00ebrfshin gjithashtu mund\u00ebsi t\u00eb lidhura me transferimin e llogaritjeve n\u00eb GPU dhe ekzekutimin e shenjave.       <\/p>\n<p>Karakteristikat kryesore t\u00eb WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Menaxhimi i ndar\u00eb i burimeve, pun\u00ebve p\u00ebrgatitore dhe transferimit t\u00eb komandave n\u00eb GPU (n\u00eb WebGL, nj\u00eb objekt p\u00ebrgjigjej p\u00ebr gjith\u00e7ka). Ofron tre kontekste t\u00eb ve\u00e7anta: GPUDevice p\u00ebr krijimin e burimeve, si teksturat dhe tampon\u00ebt; GPUCommandEncoder p\u00ebr kodimin e komandave t\u00eb ve\u00e7anta, duke p\u00ebrfshir\u00eb fazat e renderimit dhe llogaris\u00eb; GPUCommandBuffer p\u00ebr radhitjen p\u00ebr ekzekutim n\u00eb GPU. Rezultati mund t\u00eb vizatohet n\u00eb nj\u00eb zon\u00eb t\u00eb lidhur me nj\u00eb ose m\u00eb shum\u00eb elemente canvas, ose t\u00eb p\u00ebrpunohen pa dalje (p.sh., kur kryhen detyra llogaritur). Ndarja e fazave leht\u00ebson ndarjen e krijimit t\u00eb burimeve dhe operacioneve p\u00ebrgatitore n\u00eb trajtues t\u00eb ndrysh\u00ebm, t\u00eb cil\u00ebt mund t\u00eb ekzekutohen n\u00eb thesare t\u00eb ndryshme.\n<li class=\"l\"> Nj\u00eb qasje tjet\u00ebr p\u00ebr trajtimin e gjendjeve. N\u00eb WebGPU ofrohen dy objekte \u2014 GPURenderPipeline dhe GPUComputePipeline, q\u00eb lejojn\u00eb kombinimin e gjendjeve t\u00eb ndryshme t\u00eb p\u00ebrcaktuara paraprakisht nga zhvilluesi, duke i dh\u00ebn\u00eb mund\u00ebsi shfletuesit t\u00eb mos shpenzoj\u00eb burime p\u00ebr t\u00eb realizuar pun\u00eb shtes\u00eb, si p\u00ebrcaktimi s\u00ebrish i shenjuesve. Nd\u00ebr gjendjet e mb\u00ebshtetura jan\u00eb: shenjuesit, konfigurimet e bufereve t\u00eb pikave dhe atributet, konfigurimet e grupeve t\u00eb bashkangjitura, p\u00ebrzierje, thell\u00ebsia dhe shabllonet, format e daljes pas renderimit.\n<li class=\"l\"> Modeli i lidhjes, i ngjash\u00ebm n\u00eb mas\u00eb me mjetet e grupit t\u00eb burimeve q\u00eb gjenden n\u00eb Vulkan. P\u00ebr t\u00eb bashkuar burimet n\u00eb grupe, WebGPU ofron objektin GPUBindGroup, i cili gjat\u00eb shkrimit t\u00eb komandave mund t\u00eb lidhet me objekte t\u00eb tjera t\u00eb ngjashme p\u00ebr t\u2019u p\u00ebrdorur n\u00eb shader. Krijimi i grupeve t\u00eb tilla i jep mund\u00ebsi drejtuesit t\u00eb kryej\u00eb paraprakisht veprimet e nevojshme, nd\u00ebrsa shfletuesit i lejon t\u00eb ndryshoj\u00eb lidhjet e burimeve shum\u00eb m\u00eb shpejt midis thirrjeve t\u00eb renderimit. Vendosja e lidhjeve t\u00eb burimeve mund t\u00eb p\u00ebrcaktohet paraprakisht me ndihm\u00ebn e objektit GPUBindGroupLayout.  <\/ul>\n<p>Burimi: <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-novosti-interneta"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.0.1 - 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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