{"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\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C paraqiti nj\u00eb version t\u00eb par\u00eb t\u00eb skem\u00ebs WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Konsorciumi W3C paraqiti draftet e para t\u00eb specifikimeve WebGPU dhe WebGPU Shading Language (WGSL), q\u00eb p\u00ebrcaktojn\u00eb API p\u00ebr ekzekutimin e operacioneve n\u00eb GPU, t\u00eb tilla 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\u00ebrfshin inxhinier\u00eb nga Mozilla, Google, Apple dhe Microsoft.    <\/p>\n<p>Koncespualisht, WebGPU ndryshon nga WebGL n\u00eb nj\u00eb m\u00ebnyr\u00eb t\u00eb ngjashme me diferenc\u00ebn midis API-t\u00eb grafike Vulkan dhe OpenGL, por nuk \u00ebsht\u00eb e bazuar n\u00eb nj\u00eb API t\u00eb caktuar grafik, por p\u00ebrfaq\u00ebson nj\u00eb shtres\u00eb universale q\u00eb p\u00ebrdor t\u00eb nj\u00ebjtat primitive t\u00eb nivelit t\u00eb ul\u00ebt q\u00eb gjenden n\u00eb Vulkan, Metal dhe Direct3D. WebGPU i ofron aplikacioneve n\u00eb JavaScript mjete p\u00ebr kontroll t\u00eb nivelit t\u00eb ul\u00ebt mbi organizimin, p\u00ebrpunimin dhe d\u00ebrgimin e komandeve n\u00eb GPU, menaxhimin e burimeve t\u00eb lidhura, kujtes\u00ebn, bufer\u00ebt, objektet e teksturave dhe shaders t\u00eb kompiluar grafik. Qasja e till\u00eb lejon arritjen e performanc\u00ebs m\u00eb t\u00eb lart\u00eb t\u00eb aplikacioneve grafike p\u00ebrmes uljes s\u00eb kostove dhe rritjes s\u00eb efektivitetit t\u00eb pun\u00ebs me GPU.     <\/p>\n<p>WebGPU mund\u00ebson krijimin e projekteve komplekse 3D p\u00ebr Web, t\u00eb cilat kan\u00eb performanc\u00eb t\u00eb ngjashme me programet autonome q\u00eb komunikojn\u00eb drejtp\u00ebrdrejt me Vulkan, Metal ose Direct3D, por nuk jan\u00eb t\u00eb lidhura me platforma t\u00eb caktuara. WebGPU gjithashtu ofron mund\u00ebsi shtes\u00eb n\u00eb portimin e programeve grafike natyrore n\u00eb form\u00ebn q\u00eb \u00ebsht\u00eb e aft\u00eb t\u00eb funksionoj\u00eb mbi teknologjit\u00eb web, p\u00ebrmes kompilimit n\u00eb WebAssembly. P\u00ebrve\u00e7 grafik\u00ebs 3D, WebGPU mbulon gjithashtu mund\u00ebsi t\u00eb lidhura me shfryt\u00ebzimin e llogaritjeve n\u00eb an\u00ebn e GPU dhe ekzekutimin e shaders.       <\/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 iu p\u00ebrgjigj t\u00eb gjitha n\u00eb t\u00eb nj\u00ebjt\u00ebn koh\u00eb). 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 llogaritjes; GPUCommandBuffer p\u00ebr t'u d\u00ebrguar 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\u00ebrpunuar pa dal\u00eb (p\u00ebr shembull, gjat\u00eb kryerjes s\u00eb detyrave llogarit\u00ebse). Ndarja e fazave leht\u00ebson ndarjen e krijimit t\u00eb burimeve dhe operacioneve p\u00ebrgatitore n\u00eb menaxher\u00eb t\u00eb ndrysh\u00ebm, t\u00eb cil\u00ebt mund t\u00eb ekzekutohen n\u00eb Threads t\u00eb ndryshme.\n<li class=\"l\"> Nj\u00eb qasje e ndryshme n\u00eb 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, \u00e7ka i jep mund\u00ebsin\u00eb shfletuesit t\u00eb mos harxhoj\u00eb burime p\u00ebr t\u00eb kryer pun\u00eb t\u00eb tjera, si rikompilimi i shader\u00ebve. Nd\u00ebr gjendjet e mb\u00ebshtetura jan\u00eb: shader\u00ebt, p\u00ebrb\u00ebrjet e bufeve t\u00eb vertik\u00ebve dhe atributeve, p\u00ebrb\u00ebrjet e grupeve t\u00eb lidhura, p\u00ebrzierja, thell\u00ebsia dhe shabllon\u00ebt, format e daljes pas renderimit.\n<li class=\"l\"> Modeli i lidhjeve, i ngjash\u00ebm me mjetet e grupimit t\u00eb burimeve t\u00eb pranishme n\u00eb Vulkan. P\u00ebr t\u00eb bashkuar burimet n\u00eb grupe, WebGPU ofron objektin GPUBindGroup, i cili gjat\u00eb regjistrimit t\u00eb komandave mund t\u00eb lidhet me objekte t\u00eb tjera t\u00eb ngjashme p\u00ebr t'u p\u00ebrdorur n\u00eb shader\u00eb. Krijimi i grupeve t\u00eb tilla i jep mund\u00ebsin\u00eb drejtuesit q\u00eb t\u00eb kryej\u00eb paraprakisht veprimet p\u00ebrgatitore t\u00eb nevojshme, dhe shfletuesit i lejon t\u00eb ndryshoj\u00eb nd\u00ebrlidhjet e burimeve shum\u00eb m\u00eb shpejt midis thirrjeve t\u00eb renderimit. Shp\u00ebrndarja e nd\u00ebrlidhjeve t\u00eb burimeve mund t\u00eb p\u00ebrcaktohet paraprakisht duke p\u00ebrdorur objektin 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-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - 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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