Content deleted Content added
No edit summary |
GreenC bot (talk | contribs) Rescued 1 archive link. Wayback Medic 2.5 per WP:URLREQ#anandtech.com |
||
(9 intermediate revisions by 6 users not shown) | |||
Line 1:
{{short description|Series of virtual framebuffers used by computer graphics systems}}
In [[computer graphics (computer science)|computer graphics]], a '''swap chain''' is a series of virtual [[framebuffer]]s utilized by the [[graphics card]] and graphics [[API]] for [[frame rate]] stabilization and several other functions. The swap chain usually exists in [[Video card#Video memory|graphics memory]], but it can exist in system memory as well. The non-utilization of a swap chain may result in stuttering [[real Time rendering|rendering]], but its existence and utilization are required by many graphics APIs. A swap chain with two buffers is a [[double buffer]].▼
▲In [[computer graphics (computer science)|computer graphics]], a '''swap chain''' (also '''swapchain''') is a series of virtual [[framebuffer]]s
==Function==
[[File:swap chain depiction.svg|thumb|alt=Swap Chain|A graphical depiction of a triple-buffered swap chain.]]
In every swap chain there are at least two buffers. The first framebuffer, the screenbuffer, is the buffer that is [[Rendering (computer graphics)|rendered]] to the output of the [[video card]]. The remaining buffers are known as backbuffers. Each time a new [[Film frame|frame]] is displayed, the first backbuffer in the swap chain takes the place of the screenbuffer, this is called ''presentation'' or ''swapping''. A variety of other actions may be taken on the previous screenbuffer and other backbuffers (if they exist). The screenbuffer may be simply
[[Microsoft]] [[Direct3D]] implements a SwapChain class. Each host device has at least one swap chain assigned to it, and others may be created by the client application.<ref name="msnd 0">
{{cite web
Line 20 ⟶ 22:
}}</ref>
Outside the context of Direct3D, [[triple buffering]] refers to the technique of allowing an application to draw to whichever back buffer was least recently updated. This allows the application to always proceed with rendering, regardless of the pace at which frames are being drawn by the application or the pace at which frames are being sent to the display. Triple Buffering may result in a frame being discarded without being displayed if two or more newer frames are completely rendered in the time it takes for one frame to be sent to the display. By contrast, Direct3D swap chains are a strict [[Queue (abstract data type)|first-in, first-out queue]], so every frame that is drawn by the application will be displayed even if newer frames are available. Direct3D does not implement a most-recent buffer swapping strategy, and Microsoft's documentation calls a Direct3D swap chain of three buffers "triple buffering". Triple Buffering as described above is superior for interactive purposes such as gaming, but Direct3D swap chains of more than three buffers can be better for tasks such as presenting frames of a video where the time taken to [[Data
{{cite web
| title = Triple Buffering: Why We Love It
| publisher = AnandTech
| url = http://www.anandtech.com/show/2794/4
| archive-url = https://web.archive.org/web/20100407062123/http://www.anandtech.com/show/2794/4
| url-status = dead
| archive-date = April 7, 2010
| accessdate = 27 May 2014
}}</ref>
==
<references/>
|