要捕获先前的 GPU 帧,您可以使用图形 API 提供的一些功能或技术。下面是一些常见的解决方法和包含代码示例的示例:
// 创建一个用于存储前一帧的纹理资源
ID3D12Resource* previousFrameTexture;
// 在每一帧结束时,将当前帧的渲染目标纹理复制到 previousFrameTexture
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(currentFrameTexture, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
commandList->CopyResource(previousFrameTexture, currentFrameTexture);
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(currentFrameTexture, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
// 创建一个用于存储前一帧的帧缓冲对象(FBO)
GLuint previousFrameFBO;
// 在每一帧结束时,将当前帧的颜色缓冲区复制到 previousFrameFBO 的颜色缓冲区
glBindFramebuffer(GL_READ_FRAMEBUFFER, currentFrameFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previousFrameFBO);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// 创建一个用于存储前一帧的图像资源
VkImage previousFrameImage;
VkDeviceMemory previousFrameImageMemory;
VkImageView previousFrameImageView;
// 在每一帧结束时,将当前帧的图像资源复制到 previousFrameImage
VkImageMemoryBarrier barrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER };
barrier.srcAccessMask = VK_ACCESS_MEMORY_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = currentFrameImage;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(commandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, &barrier);
VkImageCopy copyRegion = {};
copyRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyRegion.srcSubresource.layerCount = 1;
copyRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyRegion.dstSubresource.layerCount = 1;
copyRegion.extent.width = width;
copyRegion.extent.height = height;
copyRegion.extent.depth = 1;
vkCmdCopyImage(commandBuffer, currentFrameImage, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, previousFrameImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©Region);
请注意,以上示例中的代码只是一个基本框架,您需要根据自己的具体需求进行适当的修改和扩展。此外,不同的图形 API 可能有不同的函数和数据类型,上述示例中的函数和类型仅作为参考。