Optimize FrameReader by Caching Color Conversion Kernel

This commit is contained in:
copecone committed 2026-10-09 14:39:30 +09:00
1 parent eb648bbe09
commit 08b13460ae
1 file changed
+32 -30
+32 -30
View File
@@ -27,11 +27,33 @@ namespace ADOFAIRenderer.Util
private bool _isInitialized; private bool _isInitialized;
private volatile bool _isDisposed; private volatile bool _isDisposed;
private readonly AVPixelFormat _targetFormat; private readonly ComputeShader? _computeShader;
private readonly int _kernelIndex = -1;
private readonly bool _useGPUConversion;
private readonly AVPixelFormat _expectedFormat;
public FrameReader(AVPixelFormat targetFormat) public FrameReader(AVPixelFormat targetFormat)
{ {
_targetFormat = targetFormat; _computeShader = ModAssets.ColorConversionShader;
if (_computeShader)
{
var kernelName = targetFormat switch
{
AVPixelFormat.AV_PIX_FMT_NV12 => "CSMain_NV12",
AVPixelFormat.AV_PIX_FMT_YUV420P => "CSMain_YUV420P",
_ => null
};
if (kernelName != null)
{
try { _kernelIndex = _computeShader.FindKernel(kernelName); }
catch { _kernelIndex = -1; }
}
}
_useGPUConversion = _kernelIndex >= 0;
_expectedFormat = _useGPUConversion ? targetFormat : AVPixelFormat.AV_PIX_FMT_RGBA;
InitializePool(); InitializePool();
} }
@@ -71,42 +93,22 @@ namespace ADOFAIRenderer.Util
state.IsInFlight = true; state.IsInFlight = true;
} }
// Check if GPU color conversion is available
var expectedFmt = AVPixelFormat.AV_PIX_FMT_RGBA;
var kernelIndex = -1;
if (ModAssets.ColorConversionShader)
{
var kernalName = _targetFormat switch
{
AVPixelFormat.AV_PIX_FMT_NV12 => "CSMain_NV12",
AVPixelFormat.AV_PIX_FMT_YUV420P => "CSMain_YUV420P",
_ => null
};
if (kernalName != null)
kernelIndex = ModAssets.ColorConversionShader.FindKernel(kernalName);
}
var useGPUConversion = kernelIndex >= 0;
if (useGPUConversion) expectedFmt = _targetFormat;
var bufferSize = texture.width * texture.height * 4; // RGBA = 4 channel var bufferSize = texture.width * texture.height * 4; // RGBA = 4 channel
state.Setup(currentFrame, bufferSize, useGPUConversion, expectedFmt, texture.width, texture.height); state.Setup(currentFrame, bufferSize, _useGPUConversion, _expectedFormat, texture.width, texture.height);
if (useGPUConversion && state.GPUBuffer != null && ModAssets.ColorConversionShader) if (_useGPUConversion && state.GPUBuffer != null && _computeShader)
{ {
ModAssets.ColorConversionShader.SetTexture(kernelIndex, SourceTexture, texture); _computeShader.SetTexture(_kernelIndex, SourceTexture, texture);
ModAssets.ColorConversionShader.SetBuffer(kernelIndex, DestinationBuffer, state.GPUBuffer); _computeShader.SetBuffer(_kernelIndex, DestinationBuffer, state.GPUBuffer);
ModAssets.ColorConversionShader.SetInt(Width, texture.width); _computeShader.SetInt(Width, texture.width);
ModAssets.ColorConversionShader.SetInt(Height, texture.height); _computeShader.SetInt(Height, texture.height);
var threadGroupsX = expectedFmt == AVPixelFormat.AV_PIX_FMT_NV12 var threadGroupsX = _expectedFormat == AVPixelFormat.AV_PIX_FMT_NV12
? (texture.width + 31) / 32 ? (texture.width + 31) / 32
: (texture.width + 63) / 64; : (texture.width + 63) / 64;
var threadGroupsY = (texture.height + 15) / 16; var threadGroupsY = (texture.height + 15) / 16;
ModAssets.ColorConversionShader.Dispatch(kernelIndex, threadGroupsX, threadGroupsY, 1); _computeShader.Dispatch(_kernelIndex, threadGroupsX, threadGroupsY, 1);
AsyncGPUReadback.RequestIntoNativeArray( AsyncGPUReadback.RequestIntoNativeArray(
ref state.NativeBuffer, state.GPUBuffer, state.CachedCallback ref state.NativeBuffer, state.GPUBuffer, state.CachedCallback