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{{Cleanup-jargon|date=November 2009}}
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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 will result in
==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]]. Each time a new [[Film frame|frame]] is displayed, the first back buffer 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 [[Overwriting (Computer Science)|overwritten]] or returned to the back of the swap chain for further processing. The action taken is decided by the [[client (computing)|client]] application and is API dependent.
===Direct3D===
[[Microsoft]] [[Direct3D]] implements a
{{Cite web | title = SwapChain Class
| publisher = Microsoft
| url = http://msdn.microsoft.com/en-us/library/microsoft.windowsmobile.directx.direct3d.swapchain.aspx
| title = Swap Chains▼
{{Cite web
| publisher = neXe▼
▲ | title = Swap Chains
| url = http://nexe.gamedev.net/directKnowledge/default.asp?p=Swap%20Chains▼
▲ | publisher = neXe
▲| accessdate = 30 October 2009}}</ref>
▲ | url = http://nexe.gamedev.net/directKnowledge/default.asp?p=Swap%20Chains
| accessdate = 30 October 2009
}}</ref>
==Notes==
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