Add Compute Shader Color Conversion

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copecone committed 2026-06-16 11:44:34 +09:00
1 parent 7df15eae08
commit b23d168ed7
7 files changed
+351 -14

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+4
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@@ -78,6 +78,8 @@
<EmbeddedResource Include="Bundle\Win64\fonts" />
<None Remove="Bundle\Win64\scenes" />
<EmbeddedResource Include="Bundle\Win64\scenes" />
<None Remove="Bundle\Win64\shaders" />
<EmbeddedResource Include="Bundle\Win64\shaders" />
</ItemGroup>
<ItemGroup>
@@ -85,6 +87,8 @@
<EmbeddedResource Include="Bundle\Linux\fonts" />
<None Remove="Bundle\Linux\scenes" />
<EmbeddedResource Include="Bundle\Linux\scenes" />
<None Remove="Bundle\Linux\shaders" />
<EmbeddedResource Include="Bundle\Linux\shaders" />
</ItemGroup>
<ItemGroup>
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+12
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@@ -17,6 +17,8 @@ namespace ADOFAIRenderer
public static AssetBundle FontBundle = null!;
// ReSharper disable once MemberCanBePrivate.Global
public static AssetBundle SceneBundle = null!;
public static AssetBundle ShaderBundle = null!;
public static ComputeShader ColorConversionShader = null!;
public static string[] ModScenes = {};
public override void OnInitializeMelon()
@@ -38,6 +40,16 @@ namespace ADOFAIRenderer
FontBundle = BundleLoader.GetBundle("fonts");
SceneBundle = BundleLoader.GetBundle("scenes");
ModScenes = SceneBundle.GetAllScenePaths();
try
{
ShaderBundle = BundleLoader.GetBundle("shaders");
ColorConversionShader = ShaderBundle.LoadAsset<ComputeShader>("ColorConversion");
Melon<RenderMod>.Logger.Msg("컬러 변환 Compute Shader 로드 완료.");
}
catch (System.Exception ex)
{
Melon<RenderMod>.Logger.Warning($"Shader 에셋번들을 로드할 수 없습니다. GPU 컬러 변환이 비활성화되며 CPU로 폴백합니다. 에러: {ex.Message}");
}
}
public static void FixEventSystem()
+182 -2
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@@ -166,6 +166,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
/// 매 프레임마다 할당/해제하는 오버헤드를 방지하기 위해 멤버 변수로 캐싱합니다.
/// </summary>
private AVFrame* _pHwFrame = null;
private bool _loggedConversionMode;
/// <summary>생성 시 전달받은 인코딩 설정값 (불변).</summary>
private readonly EncoderSettings _settings;
@@ -303,6 +304,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
// ── 기본 비디오 파라미터 설정 ──
_pCodecContext->width = _settings.Width;
_pCodecContext->height = _settings.Height;
_pCodecContext->color_range = AVColorRange.AVCOL_RANGE_JPEG;
// thread_count = 0: FFmpeg이 시스템 CPU 코어 수에 맞춰 자동으로 스레드를 할당합니다.
// libvvenc의 경우에도 FFmpeg 래퍼가 thread_count를 VVenC 내부 스레드 수로 전달하므로,
// 0(자동)을 설정해야 모든 코어를 활용한 병렬 인코딩이 가능합니다.
@@ -665,6 +667,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
_pDstFrame->format = (int)_dstPixFmt;
_pDstFrame->width = _settings.Width;
_pDstFrame->height = _settings.Height;
_pDstFrame->color_range = AVColorRange.AVCOL_RANGE_JPEG;
if (ffmpeg.av_frame_get_buffer(_pDstFrame, 0) < 0)
throw new Exception($"{_dstPixFmt} 프레임 버퍼를 할당하는 데 실패했습니다.");
@@ -689,6 +692,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
throw new Exception("소프트웨어 스케일러를 초기화하는 데 실패했습니다.");
_isInitialized = true;
_loggedConversionMode = false;
}
catch (Exception)
{
@@ -873,9 +877,26 @@ namespace ADOFAIRenderer.Util.FFmpeg
lock (_lock)
{
if (_disposed || !_isInitialized) return;
var preConvertedSize = _settings.Width * _settings.Height * 3 / 2;
if (!_loggedConversionMode)
{
_loggedConversionMode = true;
Melon<RenderMod>.Logger.Msg(length == preConvertedSize
? "[인코더] 고속 GPU 컬러 변환 활성화 (NV12/YUV420P Direct Write, sws_scale 우회)"
: "[인코더] CPU 컬러 변환 폴백 활성화 (RGBA Input, sws_scale 사용)");
}
if (length == preConvertedSize)
{
WritePreConvertedFrame((byte*)pointer.ToPointer());
}
else
{
WriteFrameFromBuffer((byte*)pointer.ToPointer());
}
}
}
/// <summary>
/// 매니지드 byte[]에서 프레임을 인코딩합니다.
@@ -887,11 +908,169 @@ namespace ADOFAIRenderer.Util.FFmpeg
{
if (_disposed || !_isInitialized) return;
fixed (byte* pBuffer = buffer)
{
var preConvertedSize = _settings.Width * _settings.Height * 3 / 2;
if (!_loggedConversionMode)
{
_loggedConversionMode = true;
Melon<RenderMod>.Logger.Msg(length == preConvertedSize
? "[인코더] 고속 GPU 컬러 변환 활성화 (NV12/YUV420P Direct Write, sws_scale 우회)"
: "[인코더] CPU 컬러 변환 폴백 활성화 (RGBA Input, sws_scale 사용)");
}
if (length == preConvertedSize)
{
WritePreConvertedFrame(pBuffer);
}
else
{
WriteFrameFromBuffer(pBuffer);
}
}
}
}
/// <summary>
/// 이미 NV12 혹은 YUV420P로 변환된 프레임 데이터를 받아서 다이렉트로 복사하여 인코딩합니다.
/// </summary>
private void WritePreConvertedFrame(byte* buffer)
{
ffmpeg.av_frame_make_writable(_pDstFrame);
var width = _settings.Width;
var height = _settings.Height;
switch (_dstPixFmt)
{
case AVPixelFormat.AV_PIX_FMT_NV12 or AVPixelFormat.AV_PIX_FMT_QSV:
{
// Y Plane 복사
var pSrcY = buffer;
var pDstY = _pDstFrame->data[0];
var dstStrideY = _pDstFrame->linesize[0];
if (width == dstStrideY)
{
Buffer.MemoryCopy(pSrcY, pDstY, dstStrideY * height, width * height);
}
else
{
for (var y = 0; y < height; y++)
{
Buffer.MemoryCopy(pSrcY + y * width, pDstY + y * dstStrideY, width, width);
}
}
// UV Plane 복사 (Y 평면 크기 이후 위치)
var pSrcUV = buffer + width * height;
var pDstUV = _pDstFrame->data[1];
var dstStrideUV = _pDstFrame->linesize[1];
var uvHeight = height / 2;
if (width == dstStrideUV)
{
Buffer.MemoryCopy(pSrcUV, pDstUV, dstStrideUV * uvHeight, width * uvHeight);
}
else
{
for (var y = 0; y < uvHeight; y++)
{
Buffer.MemoryCopy(pSrcUV + y * width, pDstUV + y * dstStrideUV, width, width);
}
}
break;
}
case AVPixelFormat.AV_PIX_FMT_YUV420P:
{
// Y Plane 복사
var pSrcY = buffer;
var pDstY = _pDstFrame->data[0];
var dstStrideY = _pDstFrame->linesize[0];
if (width == dstStrideY)
{
Buffer.MemoryCopy(pSrcY, pDstY, dstStrideY * height, width * height);
}
else
{
for (var y = 0; y < height; y++)
{
Buffer.MemoryCopy(pSrcY + y * width, pDstY + y * dstStrideY, width, width);
}
}
// U Plane 복사
var pSrcU = buffer + width * height;
var pDstU = _pDstFrame->data[1];
var dstStrideU = _pDstFrame->linesize[1];
var chromaWidth = width / 2;
var chromaHeight = height / 2;
if (chromaWidth == dstStrideU)
{
Buffer.MemoryCopy(pSrcU, pDstU, dstStrideU * chromaHeight, chromaWidth * chromaHeight);
}
else
{
for (var y = 0; y < chromaHeight; y++)
{
Buffer.MemoryCopy(pSrcU + y * chromaWidth, pDstU + y * dstStrideU, chromaWidth, chromaWidth);
}
}
// V Plane 복사
var pSrcV = pSrcU + chromaWidth * chromaHeight;
var pDstV = _pDstFrame->data[2];
var dstStrideV = _pDstFrame->linesize[2];
if (chromaWidth == dstStrideV)
{
Buffer.MemoryCopy(pSrcV, pDstV, dstStrideV * chromaHeight, chromaWidth * chromaHeight);
}
else
{
for (var y = 0; y < chromaHeight; y++)
{
Buffer.MemoryCopy(pSrcV + y * chromaWidth, pDstV + y * dstStrideV, chromaWidth, chromaWidth);
}
}
break;
}
default:
throw new NotSupportedException($"이 픽셀 포맷({_dstPixFmt})은 사전 변환된 버퍼 다이렉트 복사를 지원하지 않습니다.");
}
// QSV 가속 처리 또는 인코더 전송
if (_isQsvEncoder)
{
ffmpeg.av_frame_unref(_pHwFrame);
try
{
int ret = ffmpeg.av_hwframe_get_buffer(_pCodecContext->hw_frames_ctx, _pHwFrame, 0);
if (ret < 0)
throw new Exception($"QSV 하드웨어 프레임 버퍼 할당 실패 — {GetFFmpegErrorString(ret)} (Code: {ret})");
ret = ffmpeg.av_hwframe_transfer_data(_pHwFrame, _pDstFrame, 0);
if (ret < 0)
throw new Exception($"QSV 프레임 업로드 실패 — {GetFFmpegErrorString(ret)} (Code: {ret})");
_pHwFrame->pts = _frameIndex++;
SendFrameAndWritePackets(_pHwFrame);
}
finally
{
ffmpeg.av_frame_unref(_pHwFrame);
}
}
else
{
_pDstFrame->pts = _frameIndex++;
SendFrameAndWritePackets(_pDstFrame);
}
}
/// <summary>
/// 실제 프레임 인코딩의 핵심 로직.
@@ -1008,7 +1187,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
private void SendFrameAndWritePackets(AVFrame* pFrame)
{
// 인코더 내부 큐에 프레임 전달
int response = ffmpeg.avcodec_send_frame(_pCodecContext, pFrame);
var response = ffmpeg.avcodec_send_frame(_pCodecContext, pFrame);
if (response < 0)
{
throw new Exception($"인코더에 프레임을 전송하는 도중 에러가 발생했습니다. (Code: {response})");
@@ -1027,7 +1206,8 @@ namespace ADOFAIRenderer.Util.FFmpeg
{
break;
}
else if (response < 0)
if (response < 0)
{
throw new Exception($"인코더에서 패킷을 수신하는 도중 에러가 발생했습니다. (Code: {response})");
}
+133 -8
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@@ -3,6 +3,8 @@ using System.Buffers;
using System.Collections.Generic;
using System.Linq;
using ADOFAIRenderer.Core;
using ADOFAIRenderer.Util.FFmpeg;
using FFmpeg.AutoGen;
using MelonLoader;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
@@ -13,6 +15,10 @@ namespace ADOFAIRenderer.Util
{
public class FrameReader : IDisposable
{
private static readonly int Height = Shader.PropertyToID("Height");
private static readonly int Width = Shader.PropertyToID("Width");
private static readonly int DestinationBuffer = Shader.PropertyToID("DestinationBuffer");
private static readonly int SourceTexture = Shader.PropertyToID("SourceTexture");
private const int InitialBufferSize = 16;
private readonly Stack<ReadbackRequestState> _statePool = new();
@@ -42,6 +48,24 @@ namespace ADOFAIRenderer.Util
}
}
private static unsafe AVPixelFormat PredictPixelFormat(Codec codec)
{
var candidates = GPUUtil.GetPrioritizedEncoderCandidates(codec);
// ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator
foreach (var encoderName in candidates)
{
var pCodec = ffmpeg.avcodec_find_encoder_by_name(encoderName);
if (pCodec == null) continue;
if (encoderName.Contains("qsv") || encoderName.Contains("nvenc") || encoderName.Contains("amf"))
{
return AVPixelFormat.AV_PIX_FMT_NV12;
}
return encoderName == "libvvenc" ? AVPixelFormat.AV_PIX_FMT_YUV420P10LE : AVPixelFormat.AV_PIX_FMT_YUV420P;
}
return AVPixelFormat.AV_PIX_FMT_YUV420P;
}
public void RequestFrameCapture(Texture texture, long currentFrame)
{
if (!RenderManager.IsCapturingActive) return;
@@ -62,9 +86,57 @@ namespace ADOFAIRenderer.Util
state.IsInFlight = true;
}
var bufferSize = texture.width * texture.height * 4; // RGBA = 4 channel
state.Setup(currentFrame, bufferSize);
// GPU 컬러 변환 활성화 여부 검사
bool useGPUConversion = RenderMod.ColorConversionShader;
AVPixelFormat expectedFmt = AVPixelFormat.AV_PIX_FMT_RGBA;
if (useGPUConversion && RenderManager.Instance)
{
expectedFmt = PredictPixelFormat(RenderManager.Instance.Configuration.Codec);
// Compute Shader는 NV12와 YUV420P만 지원하므로 그 외 포맷은 CPU 폴백 처리
if (expectedFmt != AVPixelFormat.AV_PIX_FMT_NV12 && expectedFmt != AVPixelFormat.AV_PIX_FMT_YUV420P)
{
useGPUConversion = false;
}
}
var bufferSize = texture.width * texture.height * 4; // RGBA = 4 channel
state.Setup(currentFrame, bufferSize, useGPUConversion, expectedFmt, texture.width, texture.height);
if (useGPUConversion && state.GPUBuffer != null && RenderMod.ColorConversionShader)
{
int kernelIndex = -1;
if (expectedFmt == AVPixelFormat.AV_PIX_FMT_NV12)
{
kernelIndex = RenderMod.ColorConversionShader.FindKernel("CSMain_NV12");
}
else if (expectedFmt == AVPixelFormat.AV_PIX_FMT_YUV420P)
{
kernelIndex = RenderMod.ColorConversionShader.FindKernel("CSMain_YUV420P");
}
if (kernelIndex >= 0)
{
RenderMod.ColorConversionShader.SetTexture(kernelIndex, SourceTexture, texture);
RenderMod.ColorConversionShader.SetBuffer(kernelIndex, DestinationBuffer, state.GPUBuffer);
RenderMod.ColorConversionShader.SetInt(Width, texture.width);
RenderMod.ColorConversionShader.SetInt(Height, texture.height);
var threadGroupsX = expectedFmt == AVPixelFormat.AV_PIX_FMT_NV12
? (texture.width + 31) / 32
: (texture.width + 63) / 64;
var threadGroupsY = (texture.height + 15) / 16;
RenderMod.ColorConversionShader.Dispatch(kernelIndex, threadGroupsX, threadGroupsY, 1);
AsyncGPUReadback.Request(
state.GPUBuffer,
state.CachedCallback
);
}
else
{
// 커널을 못 찾은 경우 기존 RGBA 텍스처 백업 기법으로 폴백
AsyncGPUReadback.RequestIntoNativeArray(
ref state.NativeBuffer,
texture,
@@ -72,6 +144,17 @@ namespace ADOFAIRenderer.Util
state.CachedCallback
);
}
}
else
{
AsyncGPUReadback.RequestIntoNativeArray(
ref state.NativeBuffer,
texture,
0,
state.CachedCallback
);
}
}
internal void OnReadbackComplete(ReadbackRequestState state, AsyncGPUReadbackRequest request)
{
@@ -101,7 +184,9 @@ namespace ADOFAIRenderer.Util
}
Melon<RenderMod>.Logger.Warning($"[OOM Prevent] GPU Readback failed for frame {frame}. Queue deadlock prevented by sending a black frame.");
var byteSize = state.NativeBuffer.Length;
var byteSize = state.IsGPUConversion
? state.Width * state.Height * 3 / 2
: state.Width * state.Height * 4;
var blackFrame = ArrayPool<byte>.Shared.Rent(byteSize);
Array.Clear(blackFrame, 0, byteSize);
@@ -117,6 +202,12 @@ namespace ADOFAIRenderer.Util
{
unsafe
{
if (state.IsGPUConversion)
{
var data = request.GetData<byte>();
// 비동기 요청 버퍼 데이터를 지속성(NativeBuffer) 메모리로 복사
NativeArray<byte>.Copy(data, state.NativeBuffer, data.Length);
var ptr = (IntPtr)state.NativeBuffer.GetUnsafeReadOnlyPtr();
var capFrame = new RenderManager.CapturedFrame
{
@@ -126,6 +217,18 @@ namespace ADOFAIRenderer.Util
};
PushToQueue(frame, capFrame);
}
else
{
var ptr = (IntPtr)state.NativeBuffer.GetUnsafeReadOnlyPtr();
var capFrame = new RenderManager.CapturedFrame
{
NativePointer = ptr,
Length = state.NativeBuffer.Length,
ReadbackState = state
};
PushToQueue(frame, capFrame);
}
}
}
}
@@ -178,6 +281,11 @@ namespace ADOFAIRenderer.Util
public NativeArray<byte> NativeBuffer;
public bool IsInFlight { get; internal set; }
public ComputeBuffer? GPUBuffer;
public bool IsGPUConversion { get; private set; }
public int Width { get; private set; }
public int Height { get; private set; }
public readonly Action<AsyncGPUReadbackRequest> CachedCallback;
public ReadbackRequestState(FrameReader owner)
@@ -187,19 +295,34 @@ namespace ADOFAIRenderer.Util
FrameIndex = -1;
}
public void Setup(long frameIndex, int bufferSize)
public void Setup(long frameIndex, int bufferSize, bool isGPUConversion, AVPixelFormat pixelFormat, int width, int height)
{
FrameIndex = frameIndex;
IsGPUConversion = isGPUConversion;
Width = width; Height = height;
// 버퍼가 생성되지 않았거나 크기가 다른 경우 재생성
if (!NativeBuffer.IsCreated || NativeBuffer.Length != bufferSize)
var readbackSize = isGPUConversion ? (width * height * 3 / 2) : bufferSize;
if (!NativeBuffer.IsCreated || NativeBuffer.Length != readbackSize)
{
// 이전 메모리 해제
if (NativeBuffer.IsCreated) NativeBuffer.Dispose();
NativeBuffer = new NativeArray<byte>(bufferSize, Allocator.Persistent,
NativeBuffer = new NativeArray<byte>(readbackSize, Allocator.Persistent,
NativeArrayOptions.UninitializedMemory);
}
if (isGPUConversion)
{
var computeBufferSize = readbackSize / 4;
if (GPUBuffer != null && GPUBuffer.count == computeBufferSize) return;
GPUBuffer?.Dispose();
GPUBuffer = new ComputeBuffer(computeBufferSize, 4, ComputeBufferType.Raw);
}
else
{
GPUBuffer?.Dispose();
GPUBuffer = null;
}
}
private void OnComplete(AsyncGPUReadbackRequest request)
@@ -215,6 +338,8 @@ namespace ADOFAIRenderer.Util
public void Dispose()
{
if (NativeBuffer.IsCreated) NativeBuffer.Dispose();
GPUBuffer?.Dispose();
GPUBuffer = null;
}
}
}
+20 -4
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@@ -33,27 +33,43 @@ namespace ADOFAIRenderer.Util
[Codec.VVC] = new List<(GPUVendor, string)> { (GPUVendor.Unknown, "libvvenc") }
};
private static GPUVendor _cachedVendor = GPUVendor.Unknown;
private static bool _hasCachedVendor = false;
private static GPUVendor GetActiveGPUVendor()
{
if (_hasCachedVendor) return _cachedVendor;
var gpuName = UnityEngine.SystemInfo.graphicsDeviceName;
Melon<RenderMod>.Logger.Msg($"Active GPU: {gpuName}");
_cachedVendor = GPUVendor.Unknown;
foreach (Match unused in Regex.Matches(gpuName, NvidiaPattern))
{
return GPUVendor.NVIDIA;
_cachedVendor = GPUVendor.NVIDIA;
break;
}
if (_cachedVendor == GPUVendor.Unknown)
{
foreach (Match unused in Regex.Matches(gpuName, IntelPattern))
{
return GPUVendor.Intel;
_cachedVendor = GPUVendor.Intel;
break;
}
}
if (_cachedVendor == GPUVendor.Unknown)
{
foreach (Match unused in Regex.Matches(gpuName, AMDPattern))
{
return GPUVendor.AMD;
_cachedVendor = GPUVendor.AMD;
break;
}
}
return GPUVendor.Unknown;
_hasCachedVendor = true;
return _cachedVendor;
}
public static List<string> GetPrioritizedEncoderCandidates(Codec codec)