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The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six 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 ...
Without an IOMMU, the operating system would have to implement time-consuming bounce buffers (also known as double buffers [3]). Memory is protected from malicious devices that are attempting DMA attacks and faulty devices that are attempting errant memory transfers because a device cannot read or write to memory that has not been explicitly ...
By switching between main and shadow memory on alternate frames, double-buffered video could be used. Acorn provided a demonstration program in BASIC showing scrolling cloud animation with and without double buffering. The video game Firetrack would also use double buffering if shadow RAM was present.
In computer science, a data buffer (or just buffer) is a region of memory used to store data temporarily while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers); however, a buffer may be used when data is moved between processes ...
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 first-in, first-out queue , so every frame that is drawn by the application will be displayed even if ...
Zero-copy programming techniques can be used when exchanging data within a user space process (i.e. between two or more threads, etc.) and/or between two or more processes (see also producer–consumer problem) and/or when data has to be accessed / copied / moved inside kernel space or between a user space process and kernel space portions of operating systems (OS).
The Amiga windowing system would then use a series of bit blits using the system's hardware blitter to build a composite of these applications' bitmaps - along with buttons and sliders - in display memory, without requiring these applications to redraw any of their bitmaps. [9] Metacity window manager, part of GNOME 2
The overlay is a dedicated buffer into which one app can render (typically video), without incurring the significant performance cost of checking for clipping and overlapping rendering by other apps. The framebuffer has hardware support for importing and rendering the buffer contents without going through the GPU. [citation needed]