Renderer
Renderer represents an operating system window and manages frame rendering and pacing.
Typically, applications create a Renderer per window. The Renderer generates drawing commands for the render thread and manages frame latency to keep it low.
A Renderer generates drawing commands from a View, which itself contains a Scene description.
Typical render loop:
while (!quit) {
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}Frame pacing: beginFrame() manages frame pacing and returns false if the GPU is falling behind (to skip frames and reduce latency). When false is returned, either skip the frame or proceed anyway; if proceeding, you must still call endFrame().
See also
Renderer represents an operating system window and manages frame rendering and pacing.
Typically, applications create a Renderer per window. The Renderer generates drawing commands for the render thread and manages frame latency to keep it low.
A Renderer generates drawing commands from a View, which itself contains a Scene description.
Typical render loop:
while (!quit) {
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}Frame pacing: beginFrame() manages frame pacing and returns false if the GPU is falling behind (to skip frames and reduce latency). When false is returned, either skip the frame or proceed anyway; if proceeding, you must still call endFrame().
See also
Renderer represents an operating system window and manages frame rendering and pacing.
Typically, applications create a Renderer per window. The Renderer generates drawing commands for the render thread and manages frame latency to keep it low.
A Renderer generates drawing commands from a View, which itself contains a Scene description.
Typical render loop:
while (!quit) {
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}Frame pacing: beginFrame() manages frame pacing and returns false if the GPU is falling behind (to skip frames and reduce latency). When false is returned, either skip the frame or proceed anyway; if proceeding, you must still call endFrame().
See also
Renderer represents an operating system window and manages frame rendering and pacing.
Typically, applications create a Renderer per window. The Renderer generates drawing commands for the render thread and manages frame latency to keep it low.
A Renderer generates drawing commands from a View, which itself contains a Scene description.
Typical render loop:
while (!quit) {
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}Frame pacing: beginFrame() manages frame pacing and returns false if the GPU is falling behind (to skip frames and reduce latency). When false is returned, either skip the frame or proceed anyway; if proceeding, you must still call endFrame().
See also
Renderer represents an operating system window and manages frame rendering and pacing.
Typically, applications create a Renderer per window. The Renderer generates drawing commands for the render thread and manages frame latency to keep it low.
A Renderer generates drawing commands from a View, which itself contains a Scene description.
Typical render loop:
while (!quit) {
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}Frame pacing: beginFrame() manages frame pacing and returns false if the GPU is falling behind (to skip frames and reduce latency). When false is returned, either skip the frame or proceed anyway; if proceeding, you must still call endFrame().
See also
Constructors
Types
ClearOptions control how the SwapChain is cleared or discarded at the beginning of a frame.
ClearOptions control how the SwapChain is cleared or discarded at the beginning of a frame.
ClearOptions control how the SwapChain is cleared or discarded at the beginning of a frame.
ClearOptions control how the SwapChain is cleared or discarded at the beginning of a frame.
ClearOptions control how the SwapChain is cleared or discarded at the beginning of a frame.
Display refresh-rate information for frame pacing and dynamic resolution scaling.
Display refresh-rate information for frame pacing and dynamic resolution scaling.
Display refresh-rate information for frame pacing and dynamic resolution scaling.
Display refresh-rate information for frame pacing and dynamic resolution scaling.
Display refresh-rate information for frame pacing and dynamic resolution scaling.
Frame rate control and dynamic resolution scaling options.
Frame rate control and dynamic resolution scaling options.
Frame rate control and dynamic resolution scaling options.
Frame rate control and dynamic resolution scaling options.
Frame rate control and dynamic resolution scaling options.
Properties
Get/set clear behavior for the SwapChain.
Get/set clear behavior for the SwapChain.
Get/set clear behavior for the SwapChain.
Get/set clear behavior for the SwapChain.
Get/set clear behavior for the SwapChain.
Get/set display information for frame pacing and dynamic resolution.
Get/set display information for frame pacing and dynamic resolution.
Get/set display information for frame pacing and dynamic resolution.
Get/set display information for frame pacing and dynamic resolution.
Get/set display information for frame pacing and dynamic resolution.
Get/set frame rate control and dynamic resolution options.
Get/set frame rate control and dynamic resolution options.
Get/set frame rate control and dynamic resolution options.
Get/set frame rate control and dynamic resolution options.
Get/set frame rate control and dynamic resolution options.
Get the number of frames left to skip.
Get the number of frames left to skip.
Get the number of frames left to skip.
Get the number of frames left to skip.
Get the number of frames left to skip.
Functions
Prepare a frame for rendering and manage frame pacing.
Prepare a frame for rendering and manage frame pacing.
Prepare a frame for rendering and manage frame pacing.
Prepare a frame for rendering and manage frame pacing.
Prepare a frame for rendering and manage frame pacing.
Copy the rendered frame to another SwapChain at a specified viewport.
Copy the rendered frame to another SwapChain at a specified viewport.
Copy the rendered frame to another SwapChain at a specified viewport.
Finish the current frame and schedule it for display.
Finish the current frame and schedule it for display.
Finish the current frame and schedule it for display.
Finish the current frame and schedule it for display.
Finish the current frame and schedule it for display.
Read back SwapChain pixels asynchronously.
Read back RenderTarget pixels asynchronously.
Read back SwapChain pixels asynchronously.
Read back RenderTarget pixels asynchronously.
Read back SwapChain pixels asynchronously.
Read back RenderTarget pixels asynchronously.
Read back SwapChain pixels asynchronously.
Read back RenderTarget pixels asynchronously.
Read back SwapChain pixels asynchronously.
Read back RenderTarget pixels asynchronously.
Render a View without frame pacing.
Render a View without frame pacing.
Render a View without frame pacing.
Render a View without frame pacing.
Render a View without frame pacing.
Reset the user time clock to zero.
Reset the user time clock to zero.
Reset the user time clock to zero.
Reset the user time clock to zero.
Reset the user time clock to zero.
Set the time at which the frame must be presented.
Set the time at which the frame must be presented.
Set the time at which the frame must be presented.
Set the time at which the frame must be presented.
Set the time at which the frame must be presented.
Set the VSYNC time expressed as the duration in nanoseconds since epoch of std::chrono::steady_clock.
Set the VSYNC time expressed as the duration in nanoseconds since epoch of std::chrono::steady_clock.
Set the VSYNC time expressed as the duration in nanoseconds since epoch of std::chrono::steady_clock.
Set the VSYNC time expressed as the duration in nanoseconds since epoch of std::chrono::steady_clock.
Set the VSYNC time expressed as the duration in nanoseconds since epoch of std::chrono::steady_clock.
Check if the current frame should be rendered.
Check if the current frame should be rendered.
Check if the current frame should be rendered.
Check if the current frame should be rendered.
Check if the current frame should be rendered.
Skip the next N frames for frame pacing.
Skip the next N frames for frame pacing.
Skip the next N frames for frame pacing.
Skip the next N frames for frame pacing.
Skip the next N frames for frame pacing.