Add Renderer Feature

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copecone committed 2026-05-22 19:31:44 +09:00
1 parent c9314c264d
commit 2556bc7f62
13 files changed
+727 -21

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+123 -3
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@@ -6,6 +6,7 @@ using ADOFAIRenderer.Util;
using MelonLoader;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Rendering;
using Object = UnityEngine.Object;
[assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.0.3-INDEV", "ADOFAI Editor Forum")]
@@ -17,15 +18,24 @@ namespace ADOFAIRenderer
public class RenderMod : MelonMod
{
public static AssetBundle FontBundle = null!;
// ReSharper disable once MemberCanBePrivate.Global
public static AssetBundle SceneBundle = null!;
public static bool WatchGameLoaded;
public static string[] ModScenes = {};
private static double _beforeTime = 0;
private static double _beforeTime;
public static bool IsRendering = false;
public static bool IsCapturing = false;
public static double TimeBase;
public static double UnscaledTimeBase;
public static double DspTimeBase;
public static int FrameCountBase;
public static bool RenderCheck = true;
public static int SkipCount = 0;
public override void OnInitializeMelon()
{
var renderManagerObj = new GameObject("Render Manager");
@@ -65,14 +75,124 @@ namespace ADOFAIRenderer
_beforeTime = Time.realtimeSinceStartupAsDouble;
if (!IsRendering) return;
// [렉으로 인한 프레임 렌더링 스킵 시 재시도 로직 (원본 모드 이식)]
if (RenderCheck)
{
if (SkipCount < 60)
{
Melon<RenderMod>.Logger.Warning($"[Render Skipped] Frame {RenderManager.FrameCount} rendering missed. Retrying... (Attempt {SkipCount + 1}/60)");
SkipCount++;
Time.timeScale = 0f; // 진행 시간 멈추기 (재시도)
return; // 업데이트 진행하지 않고 대기
}
// 60회 초과 시 최후의 블랙 프레임 삽입하여 전체 파이프라인 마비 방지
Melon<RenderMod>.Logger.Error($"[Render Skipped] Frame {RenderManager.FrameCount} rendering failed after 60 retries. Supplying black frame.");
int targetFps = (int)RenderManager.Configuration.TargetFPS;
int videoFps = (int)RenderManager.Configuration.VideoFPS;
int num = targetFps % videoFps != 0 ? 1 : targetFps / videoFps;
if (FrameCountForVideo % num == 0)
{
int byteSize = RenderManager.Configuration.RenderWidth * RenderManager.Configuration.RenderHeight * 4;
byte[] blackFrame = System.Buffers.ArrayPool<byte>.Shared.Rent(byteSize);
Array.Clear(blackFrame, 0, byteSize);
lock (RenderManager.ImageQueue)
{
RenderManager.ImageQueue[FrameCountForVideo] = blackFrame;
}
}
FrameCountForVideo++;
RenderCheck = false; // 진행 허용
}
SkipCount = 0;
RenderCheck = true; // 다음 프레임 검사용으로 초기화
RenderManager.FrameCount++;
Time.timeScale = (float)(Time.deltaTime / realDeltaTime);
}
public static void OnPostRender()
public static int FrameCountForVideo = 0;
public static int ReadbackFailureCount = 0;
public static int ThrottleCount = 0;
public static bool IsThrottling = false;
public static void OnPostRender(RenderTexture? texture)
{
if (!IsCapturing || !texture) return;
RenderCheck = false; // 이번 프레임 정상 렌더링 완료
// [Backpressure Throttling (2번 작업)]
const int maxQueuedFrames = 60;
IsThrottling = false;
while (IsCapturing && IsRendering)
{
int count;
lock (RenderManager.ImageQueue)
{
count = RenderManager.ImageQueue.Count;
}
if (count <= maxQueuedFrames) break;
if (!IsThrottling)
{
IsThrottling = true;
ThrottleCount++;
}
System.Threading.Thread.Sleep(1);
}
IsThrottling = false;
var currentFrame = FrameCountForVideo++;
var targetFps = RenderManager.Configuration.TargetFPS;
var videoFps = RenderManager.Configuration.VideoFPS;
var num = targetFps % videoFps != 0.0 ? 1 : (int)(targetFps / videoFps);
if (currentFrame % num != 0)
{
return;
}
AsyncGPUReadback.Request(texture, 0, delegate(AsyncGPUReadbackRequest req)
{
if (!IsCapturing) return;
byte[] rawBytes;
if (req.hasError)
{
ReadbackFailureCount++;
Melon<RenderMod>.Logger.Warning($"[OOM Prevent] GPU Readback failed for frame {currentFrame}. Queue deadlock prevented by sending an empty frame.");
rawBytes = Array.Empty<byte>(); // 1번 작업: 빈 배열로 대체하여 정체 방지
}
else
{
try
{
var data = req.GetData<byte>();
rawBytes = FFmpegProcess.RentRawBytes(data); // 3번 작업: ArrayPool에서 대여
}
catch (Exception ex)
{
ReadbackFailureCount++;
Melon<RenderMod>.Logger.Error($"[OOM Prevent] Native conversion failed for frame {currentFrame}: {ex}");
rawBytes = Array.Empty<byte>();
}
}
lock (RenderManager.ImageQueue)
{
RenderManager.ImageQueue[currentFrame] = rawBytes;
}
});
}
public static void StartRender()