Tsatsa GPU, saitin kayan aiki don haɓaka inuwa a Tsatsa

Kamfanin bunkasa wasan Embark Studios ya saki fitowar gwaji na farko na aikin Tsatsa GPU, wanda ke nufin amfani da yaren Tsatsa don haɓaka lambar GPU. 

Sha'awar amfani da Tsatsa don rubuta shirye-shirye don GPU ya samo asali ba kawai daga yanayin aminci da babban aiki ba, amma har ma da buƙatar samun kayan aikin zamani don aiki tare da fakitoci da kayayyaki don haɓaka ƙimar aikin ci gaba.

Kamfanin ci gaban GPU Embark Studios kuma yana amfani da Tsatsa a cikin injin wasan sa kuma yana aiki don sauƙaƙe musayar lambar tsatsa tsakanin CPU da GPU.

A cewar su, a tarihi, a cikin wasanni, ana yin shirye-shiryen GPU ta hanyar rubuta HLSL ko, zuwa ƙarami, GLSL. Waɗannan ƙananan harsunan shirye-shirye ne waɗanda suka samo asali tare da fassara APIs tsawon shekaru.

Koyaya, kamar yadda injunan wasan suka samo asali, waɗannan yarukan basu samar da hanyoyin ma'amala da manyan tushe na lambar ba, kuma gabaɗaya, sun kasance a baya idan aka kwatanta da sauran yarukan shirye-shirye.

Duk da yake akwai mafi kyawu madadin don duka harsunan, babu ɗayansu da ke matsayin maye gurbin HLSL ko GLSL.

Ko dai saboda an toshe su ta hanyar mai bayarwa ko kuma saboda ba su da tallafi tare da bututun gargajiya na gargajiya. Misalan wannan sun hada da CUDA da OpenCL. Kuma yayin da aka yi ƙoƙari don ƙirƙirar harshe a cikin wannan sararin samaniya, babu ɗayansu da ya sami ƙwarewar sananne a cikin gamedev al'umma.

GPU na Rust ya ci gaba da haɓaka ra'ayoyi daga aikin RLSL, a cikin abin da aka yi ƙoƙari don ƙirƙirar mai tsatsa zuwa matsakaici na sharar SPIR-V, wanda aka gabatar a cikin Vulkan API kuma aka goyi bayansa a OpenGL 4.6.

A matakin ci gabanta na yanzu, Rust GPU ya rigaya ba ku damar gudanar da sauƙaƙan zane mai zane kuma tattara babban yanki na ɗakunan karatu na asali na Rust. A lokaci guda, aikin har yanzu yana da nisa daga shirye don amfani da yalwace, misali madaukai har yanzu ba su da tallafi ta shaders.

A Embark, mun kasance muna gina namu injinan wasan daga fashewa a Tsatsa. Muna da kwarewar da ta gabata a cikin haɓaka cikin gida na samfurin RLSL kuma muna da ƙungiyar ƙwararrun injiniyoyi masu ƙwarewa waɗanda suka saba da matsalolin yarukan yau da kullun, duka daga wasanni, injunan wasa da sauran masana'antu. Saboda haka, mun yi imani cewa muna cikin wani matsayi na musamman don kokarin magance wannan matsalar.

Muna so mu sauƙaƙa namu ci gaban gida tare da yare mai mahimmanci, gina maɓuɓɓukan zane-zane da tsarin yanayin ƙasa, sauƙaƙe raba lambar tsakanin GPU da CPU, kuma mafi mahimmanci - ba masu amfani (masu zuwa) gaba da abokan ci gabanmu damar. sami ƙarin sauri ƙirƙirar abubuwan jan hankali da jan hankali.

Dangane da lambar a cikin harshen Tsatsa, an kafa wakilcin masu ba da kariya ta SPIR-V, wanda a zamaninsa ne aka samar da goyan baya na musamman don tara Rust, wanda ke aiki ta hanyar kwatankwacin janareta na lambar kranelift da aka yi amfani da shi don tarawa zuwa wakilci. Taron Yanar gizo.

Hanyar yanzu ita ce don tallafawa Vulkan Graphics API da ra'ayoyin SPIR-V, amma ana tsara janareto don makomar DXIL (DirectX) da WGSL (WebGPU) raƙuman ra'ayoyi. Gina a kan Cargo da crates.io, ana haɓaka kayan aiki don haɓakawa da buga fakitoci tare da inuwa a cikin tsarin SPIR-V.

A ƙarshe, idan kuna son ƙarin sani game da wannan aikin, zaku iya bincika cikakkun bayanai a cikin ma'ajiyar aikin, mahaɗin shine wannan.

Amma ga waɗanda suke da sha'awar sanin lambar, ya kamata su san cewa an buga lambar a ƙarƙashin lasisin MIT da Apache 2.0 kuma yana yiwuwa a same shi daga mahaɗin da ke ƙasa.

Kuma za su iya tuntuɓar takaddun, waɗanda aka riga aka shirya don masu haɓaka don su iya aiki a kan Linux, Windows da Mac. nemi jagora a wannan mahaɗin.


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