Microsoft Windows CE 3.0  

Triple Buffering

This is retired content. This content is outdated and is no longer being maintained. It is provided as a courtesy for individuals who are still using these technologies. This content may contain URLs that were valid when originally published, but now link to sites or pages that no longer exist.

In some cases, that is, when the display adapter has enough memory, it may be possible to speed up the process of displaying your application by using triple buffering. Triple buffering uses one primary surface and two back buffers. The following example shows how to initialize a triple-buffering scheme:

// The lpDDSPrimary and lpDDSBack variables are
globally // declared, uninitialized LPDIRECTDRAWSURFACE4 variables.
// // The lpDD variable is a pointer to an IDirectDraw4 interface
DDSURFACEDESC2 ddsd; ZeroMemory (&ddsd, sizeof(ddsd)); //
Create the primary surface with two back buffers. ddsd.dwSize =
sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
DDSCAPS_COMPLEX; ddsd.dwBackBufferCount = 2; ddrval =
lpDD->CreateSurface(&ddsd, &lpDDSPrimary, NULL); // If
we successfully created the flipping chain, // retrieve pointers to
the surfaces we need for // flipping and blitting. if(ddrval ==
DD_OK) { // Get the surface directly attached to the primary (the
back buffer). ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER; ddrval =
&lpDDSBack); if(ddrval != DD_OK) ; // Display an error message
here. }

You do not need to keep track of all surfaces in a triple buffered flipping chain. The only surfaces you must keep pointers to are the primary surface and the back-buffer surface. You need a pointer to the primary surface in order to flip the surfaces in the flipping chain, and you need a pointer to the back buffer for blitting. For more information, see Flipping Surfaces.

Triple buffering allows your application to continue blitting to the back buffer even if a flip has not completed and the back buffer's blit has already finished. Performing a flip is not a synchronous event; one flip can take longer than another. Therefore, if your application uses only one back buffer, it may spend some time idling while waiting for the IDirectDrawSurface5::Flipmethod to return with DD_OK.

 Last updated on Tuesday, May 18, 2004

© 2004 Microsoft Corporation. All rights reserved.