{"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\/sv\/blog\/news\/w3c-predstavil-chernovoj-variant-standarta-webgpu","title":{"rendered":"W3C har presenterat ett utkast till standard f\u00f6r WebGPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>W3C-konsortiet har presenterat de f\u00f6rsta utkasten till specifikationer f\u00f6r WebGPU och WebGPU Shading Language (WGSL), som definierar ett API f\u00f6r att utf\u00f6ra operationer p\u00e5 GPU:n, s\u00e5som rendering och ber\u00e4kningar, samt ett shader-spr\u00e5k f\u00f6r att skriva program som k\u00f6rs p\u00e5 GPU:s sida. Det \u00e4r konceptuellt liknande API:erna Vulkan, Metal och Direct3D 12. Specifikationerna har tagits fram av en arbetsgrupp best\u00e5ende av ingenj\u00f6rer fr\u00e5n Mozilla, Google, Apple och Microsoft.    <\/p>\n<p>Konceptuellt skiljer sig WebGPU fr\u00e5n WebGL p\u00e5 ungef\u00e4r samma s\u00e4tt som grafiska API:er Vulkan skiljer sig fr\u00e5n OpenGL, men det baseras inte p\u00e5 n\u00e5got specifikt grafiskt API, utan representerar ett universellt lager som anv\u00e4nder samma l\u00e5gniv\u00e5-primitiv som finns i Vulkan, Metal och Direct3D. WebGPU ger JavaScript-appar medel f\u00f6r l\u00e5gniv\u00e5kontroll av organisering, behandling och \u00f6verf\u00f6ring av kommandon till GPU:n, hantering av relaterade resurser, minne, buffertar, texturobjekt och kompilerade grafiska shaders. Denna metod m\u00f6jligg\u00f6r h\u00f6gre prestanda f\u00f6r grafiska applikationer genom att minska overhead och f\u00f6rb\u00e4ttra effektiviteten med GPU:n.     <\/p>\n<p>WebGPU m\u00f6jligg\u00f6r skapandet av komplexa 3D-projekt f\u00f6r webben som fungerar lika bra som frist\u00e5ende program som direkt interagerar med Vulkan, Metal eller Direct3D, men som inte \u00e4r bundna till specifika plattformar. WebGPU erbjuder ocks\u00e5 ytterligare m\u00f6jligheter vid portering av inhemska grafiska program till en form som kan k\u00f6ras baserat p\u00e5 webbl\u00f6sningar, tack vare kompiling till WebAssembly. Ut\u00f6ver 3D-grafik omfattar WebGPU ocks\u00e5 m\u00f6jligheter relaterade till f\u00f6rflyttning av ber\u00e4kningar till GPU-sidan och k\u00f6rning av shaders.       <\/p>\n<p>Nyckelfunktioner i WebGPU:  <\/p>\n<ul>\n<li class=\"l\"> Separat hantering av resurser, f\u00f6rberedande arbeten och \u00f6verf\u00f6ring av kommandon till GPU (i WebGL var ett objekt ansvarigt f\u00f6r allt p\u00e5 en g\u00e5ng). Tre separata kontexter tillhandah\u00e5lls: GPUDevice f\u00f6r att skapa resurser som texturer och buffertar; GPUCommandEncoder f\u00f6r att koda individuella kommandon, inklusive rendering och ber\u00e4kningssteg; GPUCommandBuffer f\u00f6r att s\u00e4tta i k\u00f6 f\u00f6r utf\u00f6rande i GPU. Resultatet kan ritas i ett omr\u00e5de kopplat till ett eller flera canvas-element, eller bearbetas utan output (t.ex. vid k\u00f6rning av ber\u00e4kningsuppgifter). Separeringen av stegen g\u00f6r det enklare att distribuera skapandet av resurser och f\u00f6rberedande operationer till olika hanterare, som kan k\u00f6ras i olika tr\u00e5dar.\n<li class=\"l\"> En annan metod f\u00f6r hantering av tillst\u00e5nd. I WebGPU f\u00f6resl\u00e5s tv\u00e5 objekt \u2014 GPURenderPipeline och GPUComputePipeline, som g\u00f6r det m\u00f6jligt att kombinera olika tillst\u00e5nd, f\u00f6rdefinierade av utvecklaren, vilket g\u00f6r att webbl\u00e4saren kan spara resurser genom att undvika ytterligare arbete som omkompilering av shaders. Bland de st\u00f6dja tillst\u00e5nden finns: shaders, layout f\u00f6r vertexbuffer och attribut, layout f\u00f6r bifogade grupper, blandning, djup och mallar, utdataformat efter rendering.\n<li class=\"l\"> Bindningsmodellen p\u00e5minner mycket om de resurser som grupperas i Vulkan. F\u00f6r att sammanf\u00f6ra resurser i grupper tillhandah\u00e5ller WebGPU objektet GPUBindGroup, vilket under kommandoskrivning kan kopplas till andra liknande objekt f\u00f6r anv\u00e4ndning i shaders. Skapandet av s\u00e5dana grupper g\u00f6r det m\u00f6jligt f\u00f6r drivrutinen att i f\u00f6rv\u00e4g utf\u00f6ra n\u00f6dv\u00e4ndiga f\u00f6rberedande \u00e5tg\u00e4rder, vilket g\u00f6r att webbl\u00e4saren kan byta resursbindningar mycket snabbare mellan renderinganrop. Layouten av resursbindningar kan definieras i f\u00f6rv\u00e4g med hj\u00e4lp av objektet GPUBindGroupLayout.  <\/ul>\n<p>K\u00e4lla: <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), 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