1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 3<!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 4<head> 5<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 6<meta http-equiv="Content-Style-Type" content="text/css" /> 7<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 8<link href="../../../common/manual.css" rel="stylesheet" type="text/css" /> 9<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 10<title>Framebuffer</title> 11<!-- InstanceEndEditable --> 12</head> 13<body> 14<div> 15 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 16 <h1>Framebuffer</h1> 17 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 18 <p>This document describes the framebuffer.</p> 19 <h2>Framebuffer Configuration</h2> 20 <!-- #BeginLibraryItem "/Library/glossary_frame_buffer.lbi" --> <!-- フレームバッファ ( frame_buffer ) --> 21 <p>The <I>framebuffer</I> is a memory region for temporarily storing data output from the fragment shader.<br /> Values for fragments for which processing by fragment using the blender has ended are stored here.</p> 22 <p>The table below gives an overview of the three <I>buffers</I> that collectively make up the framebuffer.</p> 23 <table> 24 <thead> 25 <tr> 26 <th>Buffer Type</th> 27 <th>Usage</th> 28 </tr> 29 </thead> 30 <tbody> 31 <tr> 32 <th>Color Buffer</th> 33 <td>Renders fragment values that contain color and alpha values.</td> 34 </tr> 35 <tr> 36 <th>Stencil Buffer</th> 37 <td>Stores information that limits the area being rendered. This is used during stencil tests.</td> 38 </tr> 39 <tr> 40 <th>Depth Buffer</th> 41 <td>Stores information about the depth from the camera. This is used during depth tests.</td> 42 </tr> 43 </tbody> 44 </table> 45 <!-- #EndLibraryItem --> 46 <h3>Buffer Format</h3> 47 <p>Several different data recording <em>formats</em> can be specified for each buffer when storing data.</p> 48 <p>The following figure shows the formats for the color buffer, stencil buffer, and depth buffer.</p> 49 <img class="user_guide_chart" src="assets/frame_buffer_format.png" alt="Buffer Formats"/> <!-- #BeginLibraryItem "/Library/performance_frame_buffer.lbi" --> <!-- フレームバッファのフォーマットによるデータサイズ ( performance_frame_buffer ) --> 50 <p>The number of bits per pixel differs for the format of each buffer making up the framebuffer. For buffers with few bits, the on-screen display system degrades in proportion to how small the buffer allocated in recording memory is.</p> 51 <!-- #EndLibraryItem --> 52 <p class="hint_warn"><B>Note:</B> A format having a total of 32 bits results when using an 8-bit stencil buffer combined with a 24-bit depth buffer.</p> 53 <h2><B>Anti-aliasing</B></h2> 54 <p>This section describes anti-aliasing when rendering to the screen.</p> 55 <!-- #BeginLibraryItem "/Library/glossary_frame_buffer_antialiasing.lbi" --> <!-- アンチエイリアス ( frame_buffer_antialiasing ) --> 56 <p><I>Anti-aliasing </I>is a method for smoothing outlines when drawing polygons.<br /> You can apply anti-aliasing by having a larger image scale in the frame buffer than in the display buffer and reducing the image when sending it from the frame buffer to the display buffer.</p> 57 <!-- #EndLibraryItem --><!-- #BeginLibraryItem "/Library/glossary_display_buffer.lbi" --> <!-- ディスプレイバッファ ( display_buffer ) --> 58 <p>The <I>display buffer</I> is the region of memory where the image output from the framebuffer is stored after the image data have been converted to an actual picture for display on the screen.<br /> It can be secured in VRAM and in device memory.</p> 59 <!-- #EndLibraryItem --> 60 <p>The table below lists the two available anti-aliasing methods.</p> 61 <table> 62 <thead> 63 <tr> 64 <th>Types of Rendering Scaling Factors</th> 65 <th>Direction anti-aliasing is applied</th> 66 <th>Required framebuffer size.</th> 67 </tr> 68 </thead> 69 <tbody> 70 <tr> 71 <th>2 × 1</th> 72 <td>Vertical direction of screen.</td> 73 <td>Results in two times the display buffer.</td> 74 </tr> 75 <tr> 76 <th>2 × 2</th> 77 <td>Vertical and horizontal direction of screen.</td> 78 <td>Results in four times the display buffer.</td> 79 </tr> 80 </tbody> 81 </table> 82 <!-- InstanceEndEditable --> </div> 83 <div class="footer" /> 84</div> 85<hr><p>CONFIDENTIAL</p></body> 86<!-- InstanceEnd --> 87</html>