302:
398:
77:
36:
527:
is flipped with (or copied from) the back buffer holding the most recent complete image. Since one of the back buffers is always complete, the graphics card never has to wait for the software to complete. Consequently, the software and the graphics card are completely independent and can run at their own pace. Finally, the displayed image was started without waiting for synchronization and thus with minimum lag.
234:
179:
470:" used to position windows, transform them with scale or warping effects, and make portions transparent. Thus, the "front buffer" may contain only the composite image seen on the screen, while there is a different "back buffer" for every window containing the non-composited image of the entire window contents.
526:
In triple buffering, the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. The third buffer, the front buffer, is read by the graphics card to display the image on the monitor. Once the image has been sent to the monitor, the front buffer
478:
In the page-flip method, instead of copying the data, both buffers are capable of being displayed. At any one time, one buffer is actively being displayed by the monitor, while the other, background buffer is being drawn. When the background buffer is complete, the roles of the two are switched. The
538:
the graphics hardware for monitor refresh events, the algorithm may continuously draw additional frames as fast as the hardware can render them. For frames that are completed much faster than interval between refreshes, it is possible to replace a back buffers' frames with newer iterations multiple
387:
in the illustration shows double buffering. Transitions W1 and W2 represent writing to buffer 1 and 2 respectively while R1 and R2 represent reading from buffer 1 and 2 respectively. At the beginning, only the transition W1 is enabled. After W1 fires, R1 and W2 are both enabled and can proceed in
425:
It is difficult for a program to draw a display so that pixels do not change more than once. For instance, when updating a page of text, it is much easier to clear the entire page and then draw the letters than to somehow erase only the pixels that are used in old letters but not in new ones.
459:
beam in order to avoid tearing. Software implementations of double buffering necessarily require more memory and CPU time than single buffering because of the system memory allocated for the back buffer, the time for the copy operation, and the time waiting for synchronization.
333:
shows what happens when a frame (B, in this case) takes longer than normal to draw. In this case, a frame update is missed. In time-sensitive implementations such as video playback, the whole frame may be dropped. With a three-buffer swap chain in set
518:
is similar to double buffering but can provide improved performance. In double buffering, the program must wait until the finished drawing is copied or swapped before starting the next drawing. This waiting period could be several
434:
constantly redraw the visible video page (traditionally at around 60 times a second), so even a perfect update may be visible momentarily as a horizontal divider between the "new" image and the un-redrawn "old" image, known as
539:
times before copying. This means frames may be written to the back buffer that are never used at all before being overwritten by successive frames. Nvidia has implemented this method under the name "Fast Sync".
546:
three buffers long. After the program has drawn both back buffers, it waits until the first one is placed on the screen, before drawing another back buffer (i.e. it is a 3-long
329:
with three buffers; the original definition of triple buffering would throw away frame C as soon as frame D finished, and start drawing frame E into buffer 1 with no delay. Set
600:(DMA) transfers, not for enhancing performance, but to meet specific addressing requirements of a device (esp. 32-bit devices on systems with wider addressing provided via
451:; any such region is often called a "back buffer". When all drawing operations are considered complete, the whole region (or only the changed portion) is copied into the
391:
After the initial transient where W1 fires alone, this system is periodic and the transitions are enabled – always in pairs (R1 with W2 and R2 with W1 respectively).
338:, drawing of frame B can start without having to wait for frame A to be copied to video memory, reducing the chance of a delayed frame missing its vertical retrace.
573:
Quad buffering requires special support in the graphics card drivers which is disabled for most consumer cards. AMD's Radeon HD 6000 Series and newer support it.
490:
The page-flip is much faster than copying the data and can guarantee that tearing will not be seen as long as the pages are switched over during the monitor's
570:
buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image than the other eye.
252:
720:
362:" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "
141:
113:
837:
615:
are a place where the term "double buffering" is likely to be used. Linux and BSD source code calls these "bounce buffers".
808:
197:
189:
120:
818:
94:
49:
447:
A software implementation of double buffering has all drawing operations store their results in some region of system
288:
270:
215:
160:
63:
127:
547:
109:
98:
17:
768:
494:—the blank period when no video data is being drawn. The currently active and visible buffer is called the
721:"The NVIDIA GeForce GTX 1080 & GTX 1070 Founders Editions Review: Kicking Off the FinFET Generation"
652:
601:
535:
491:
463:
842:
351:
484:
318:
366:". It is very commonly used for computer display images. It is also used to avoid the need to use
363:
359:
87:
55:
790:
134:
698:
647:
248:
751:
677:
597:
566:
implementations, thus four buffers total (if triple buffering was used then there would be
448:
8:
847:
550:
queue). Most
Windows games seem to refer to this method when enabling triple buffering.
662:
511:
480:
411:
301:
667:
631:
431:
427:
343:
317:
represent the operation of single, double and triple buffering, respectively, with
487:—the value of a pointer to the beginning of the display data in the video memory.
822:
456:
367:
612:
419:
815:
455:(the "front buffer"); this copying is usually synchronized with the monitor's
831:
635:
397:
562:
is the use of double buffering for each of the left and right eye images in
520:
436:
657:
563:
467:
321:(vsync) enabled. In each graph, time flows from left to right. Note that
739:
543:
326:
791:"Understanding The Linux Virtual Memory Manager, 10.4 Bounce Buffers"
619:
542:
An alternative method sometimes referred to as triple buffering is a
531:
452:
388:
parallel. When they finish, R2 and W1 proceed in parallel and so on.
384:
76:
581:
618:
Some programmers try to avoid this kind of double buffering with
609:
577:
809:
Triple buffering: improve your PC gaming performance for free
418:
is a technique for drawing graphics that shows less stutter,
370:(DPRAM) when the readers and writers are different devices.
672:
630:
Double buffering is also used as a technique to facilitate
355:
691:
605:
426:
However, this intermediate image is seen by the user as
405:
771:. Microsoft Windows Hardware Development Central. 2005
769:"Physical Address Extension - PAE Memory and Windows"
479:page-flip is typically accomplished by modifying a
243:
may be too technical for most readers to understand
101:. Unsourced material may be challenged and removed.
27:
Use of more than one buffer to hold a block of data
596:is used for copying data between two buffers for
829:
378:
523:during which neither buffer can be touched.
466:often combine the "copying" operation with "
442:
587:
64:Learn how and when to remove these messages
498:, while the background page is called the
289:Learn how and when to remove this message
271:Learn how and when to remove this message
255:, without removing the technical details.
216:Learn how and when to remove this message
161:Learn how and when to remove this message
396:
300:
14:
830:
752:"OpenGL 3.0 Specification, Chapter 4"
406:Double buffering in computer graphics
253:make it understandable to non-experts
227:
172:
99:adding citations to reliable sources
70:
29:
505:
24:
788:
699:"Triple Buffering: Why We Love It"
188:tone or style may not reflect the
25:
859:
801:
718:
553:
45:This article has multiple issues.
473:
232:
198:guide to writing better articles
177:
75:
34:
86:needs additional citations for
53:or discuss these issues on the
812:by Mike Doolittle (2007-05-24)
782:
761:
744:
733:
712:
373:
13:
1:
684:
625:
838:Computer graphics algorithms
350:is the use of more than one
7:
641:
464:Compositing window managers
10:
864:
701:. AnandTech. June 26, 2009
602:Physical Address Extension
492:vertical blanking interval
401:Double Buffering Petri Net
379:Double buffering Petri net
443:Software double buffering
653:Vertical synchronization
588:Double buffering for DMA
584:support quad buffering.
485:video display controller
319:vertical synchronization
422:, and other artifacts.
402:
339:
648:Adaptive tile refresh
400:
304:
678:Virtual DMA Services
598:direct memory access
530:Due to the software
110:"Multiple buffering"
95:improve this article
548:first in, first out
354:to hold a block of
821:2016-08-18 at the
663:LC shutter glasses
638:of video signals.
576:3D standards like
403:
348:multiple buffering
340:
512:computer graphics
481:hardware register
432:computer monitors
412:computer graphics
299:
298:
291:
281:
280:
273:
226:
225:
218:
192:used on Knowledge
190:encyclopedic tone
171:
170:
163:
145:
68:
16:(Redirected from
855:
843:Image processing
795:
794:
786:
780:
779:
777:
776:
765:
759:
758:
756:
748:
742:
737:
731:
730:
728:
727:
716:
710:
709:
707:
706:
695:
668:Nvidia 3D Vision
594:double buffering
516:triple buffering
506:Triple buffering
416:double buffering
344:computer science
294:
287:
276:
269:
265:
262:
256:
236:
235:
228:
221:
214:
210:
207:
201:
200:for suggestions.
196:See Knowledge's
181:
180:
173:
166:
159:
155:
152:
146:
144:
103:
79:
71:
60:
38:
37:
30:
21:
863:
862:
858:
857:
856:
854:
853:
852:
828:
827:
823:Wayback Machine
804:
799:
798:
787:
783:
774:
772:
767:
766:
762:
754:
750:
749:
745:
738:
734:
725:
723:
717:
713:
704:
702:
697:
696:
692:
687:
644:
628:
590:
556:
508:
476:
445:
430:. In addition,
408:
394:
381:
376:
368:dual-ported RAM
295:
284:
283:
282:
277:
266:
260:
257:
249:help improve it
246:
237:
233:
222:
211:
205:
202:
195:
186:This article's
182:
178:
167:
156:
150:
147:
104:
102:
92:
80:
39:
35:
28:
23:
22:
15:
12:
11:
5:
861:
851:
850:
845:
840:
826:
825:
813:
803:
802:External links
800:
797:
796:
781:
760:
743:
732:
711:
689:
688:
686:
683:
682:
681:
675:
670:
665:
660:
655:
650:
643:
640:
627:
624:
613:device drivers
589:
586:
560:quad buffering
555:
554:Quad buffering
552:
507:
504:
475:
472:
444:
441:
407:
404:
380:
377:
375:
372:
297:
296:
279:
278:
240:
238:
231:
224:
223:
185:
183:
176:
169:
168:
83:
81:
74:
69:
43:
42:
40:
33:
26:
9:
6:
4:
3:
2:
860:
849:
846:
844:
841:
839:
836:
835:
833:
824:
820:
817:
814:
811:
810:
806:
805:
792:
789:Gorman, Mel.
785:
770:
764:
753:
747:
741:
740:AMD Community
736:
722:
719:Smith, Ryan.
715:
700:
694:
690:
679:
676:
674:
671:
669:
666:
664:
661:
659:
656:
654:
651:
649:
646:
645:
639:
637:
636:deinterlacing
633:
623:
621:
616:
614:
611:
607:
603:
599:
595:
585:
583:
579:
574:
571:
569:
565:
561:
551:
549:
545:
540:
537:
533:
528:
524:
522:
517:
513:
503:
501:
497:
493:
488:
486:
482:
474:Page flipping
471:
469:
465:
461:
458:
454:
450:
440:
438:
433:
429:
423:
421:
417:
413:
399:
395:
392:
389:
386:
371:
369:
365:
361:
358:, so that a "
357:
353:
349:
345:
337:
332:
328:
324:
320:
316:
312:
308:
303:
293:
290:
275:
272:
264:
261:November 2023
254:
250:
244:
241:This article
239:
230:
229:
220:
217:
209:
206:November 2023
199:
193:
191:
184:
175:
174:
165:
162:
154:
151:November 2023
143:
140:
136:
133:
129:
126:
122:
119:
115:
112: –
111:
107:
106:Find sources:
100:
96:
90:
89:
84:This article
82:
78:
73:
72:
67:
65:
58:
57:
52:
51:
46:
41:
32:
31:
19:
18:Page flipping
807:
784:
773:. Retrieved
763:
746:
735:
724:. Retrieved
714:
703:. Retrieved
693:
629:
622:techniques.
617:
593:
591:
575:
572:
567:
564:stereoscopic
559:
557:
541:
529:
525:
521:milliseconds
515:
509:
499:
496:front buffer
495:
489:
477:
462:
446:
424:
415:
409:
393:
390:
382:
347:
341:
335:
330:
322:
314:
310:
306:
285:
267:
258:
242:
212:
203:
187:
157:
148:
138:
131:
124:
117:
105:
93:Please help
88:verification
85:
61:
54:
48:
47:Please help
44:
816:Graphics 10
658:Stereoscopy
632:interlacing
500:back buffer
468:compositing
374:Description
848:Petri nets
832:Categories
775:2008-04-07
726:2017-08-01
705:2009-07-16
685:References
626:Other uses
544:swap chain
428:flickering
327:swap chain
121:newspapers
50:improve it
620:zero-copy
592:The term
558:The term
532:algorithm
453:video RAM
385:Petri net
56:talk page
819:Archived
642:See also
582:Direct3D
325:shows a
610:Windows
536:polling
483:in the
437:tearing
420:tearing
247:Please
135:scholar
578:OpenGL
457:raster
364:writer
360:reader
352:buffer
137:
130:
123:
116:
108:
755:(PDF)
680:(VDS)
305:Sets
142:JSTOR
128:books
673:HD3D
608:and
580:and
534:not
383:The
356:data
313:and
114:news
634:or
606:DOS
604:).
568:six
510:In
449:RAM
410:In
342:In
251:to
97:by
834::
514:,
502:.
439:.
414:,
346:,
309:,
59:.
793:.
778:.
757:.
729:.
708:.
336:5
331:4
323:3
315:3
311:2
307:1
292:)
286:(
274:)
268:(
263:)
259:(
245:.
219:)
213:(
208:)
204:(
194:.
164:)
158:(
153:)
149:(
139:·
132:·
125:·
118:·
91:.
66:)
62:(
20:)
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.