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5 changed files with 129 additions and 10 deletions

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+48 -5
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@@ -5,7 +5,6 @@ using System.IO;
using System.Threading;
using System.Buffers;
using System.Diagnostics;
using System.Linq;
using ADOFAIRenderer.API;
using ADOFAIRenderer.Core.Data;
using ADOFAIRenderer.Data;
@@ -81,7 +80,27 @@ internal class RenderManager : MonoBehaviour
public static bool IsActive => Instance && Instance.stage >= RenderStage.OnScene;
public static bool IsCapturingActive => Instance && Instance.stage >= RenderStage.Render;
/// <summary>
/// Maximum number of frames in ImageQueue. The main thread waits (throttles) while the queue holds more frames.
/// </summary>
public const int MaxQueuedFrames = 64;
/// <summary>
/// Upper bound of the readback buffer bytes of the frames in ImageQueue (4 GiB).
/// The frame limit becomes min(MaxQueuedFrames, MaxQueuedBytes / bytes per frame) (see ComputeQueueFrameLimit),
/// so it only lowers the frame count at resolutions where MaxQueuedFrames frames exceed this size.
/// </summary>
public const long MaxQueuedBytes = 4L * 1024 * 1024 * 1024;
/// <summary>
/// Wait time of the throttle loop (OnPostFrame) for the render thread to take a frame from ImageQueue.
/// When it elapses without a dequeue, AsyncGPUReadback.WaitAllRequests() is called once so the readbacks
/// still in flight complete (the render thread may be waiting for one of them to fill a gap in ImageQueue).
/// </summary>
private const int ThrottleWaitMilliseconds = 10;
/// <summary>Frame limit of ImageQueue applied by the last throttle check (MaxQueuedFrames or lower).</summary>
public int QueueFrameLimit { get; private set; } = MaxQueuedFrames;
// Statistics
public long framesSent;
@@ -213,6 +232,8 @@ internal class RenderManager : MonoBehaviour
// Thread and Queue State
internal SortedList<long, CapturedFrame> ImageQueue = new();
internal AutoResetEvent FrameAvailableEvent = new(false);
// Set by the render thread each time it takes a frame from ImageQueue; the throttle loop waits on it.
internal AutoResetEvent FrameDequeuedEvent = new(false);
public Thread? RenderThread;
public long passCount;
public volatile bool endRequested;
@@ -439,14 +460,31 @@ internal class RenderManager : MonoBehaviour
_holdFloorsSourceCount = floors.Count;
}
/// <summary>
/// Frame limit of ImageQueue for the given capture texture: MaxQueuedBytes divided by the readback bytes of
/// one frame (YUV 4:2:0 when the GPU conversion is active, RGBA otherwise), within 4 to MaxQueuedFrames.
/// </summary>
private int ComputeQueueFrameLimit(RenderTexture texture)
{
var frameBytes = _frameReader?.GetFrameBufferBytes(texture.width, texture.height)
?? (long)texture.width * texture.height * 4;
if (frameBytes <= 0) return MaxQueuedFrames;
return (int)Math.Min(MaxQueuedFrames, Math.Max(4, MaxQueuedBytes / frameBytes));
}
// ReSharper disable once Unity.IncorrectMethodSignature
public void OnPostFrame(RenderTexture? texture)
{
if (Instance.stage < RenderStage.Render || !texture) return;
// [Backpressure Throttling]
// The main thread waits while ImageQueue holds more than QueueFrameLimit frames. Only the render thread
// removes frames, and it signals FrameDequeuedEvent for each one. The wait has a timeout so that the loop
// re-checks the render thread state and pumps pending readback completions (see ThrottleWaitMilliseconds).
isThrottling = false;
var frameLimit = QueueFrameLimit = ComputeQueueFrameLimit(texture!);
while (Instance.stage >= RenderStage.Render)
{
if (RenderThread is not { IsAlive: true })
@@ -461,7 +499,7 @@ internal class RenderManager : MonoBehaviour
count = ImageQueue.Count;
}
if (count <= MaxQueuedFrames) break;
if (count <= frameLimit) break;
if (!isThrottling)
{
@@ -469,7 +507,10 @@ internal class RenderManager : MonoBehaviour
throttleCount++;
}
AsyncGPUReadback.WaitAllRequests();
if (!FrameDequeuedEvent.WaitOne(ThrottleWaitMilliseconds))
{
AsyncGPUReadback.WaitAllRequests();
}
}
isThrottling = false;
@@ -649,6 +690,7 @@ internal class RenderManager : MonoBehaviour
endRequested = false;
endSuccessful = false;
FrameAvailableEvent.Reset();
FrameDequeuedEvent.Reset();
var renderFPS = Configuration.RenderFPS;
var videoFPS = Configuration.VideoFPS;
@@ -712,7 +754,7 @@ internal class RenderManager : MonoBehaviour
throw;
}
var encoder = videoFFmpeg!;
var encoder = videoFFmpeg;
RenderThread = new Thread(() => RunRenderThread(encoder))
{
IsBackground = true,
@@ -775,6 +817,7 @@ internal class RenderManager : MonoBehaviour
if (TryDequeueNextFrame(out var frame))
{
FrameDequeuedEvent.Set();
SendVideoFrame(videoFFmpeg, frame);
WriteAudioForFrame(videoFFmpeg);
continue;
+1 -1
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@@ -9,7 +9,7 @@ using MelonLoader.Utils;
using UnityEngine;
using Object = UnityEngine.Object;
[assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.2.8-INDEV", "ADOFAI Editor Forum")]
[assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.4.0-BETA", "ADOFAI Editor Forum")]
[assembly: MelonGame("7th Beat Games", "A Dance of Fire and Ice")]
namespace ADOFAIRenderer;
+1 -1
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@@ -164,7 +164,7 @@ internal class DebugMonitorUI : MonoBehaviour
}
}
sb.AppendLine($"• Queue: <b>{queueCount}</b> / {RenderManager.MaxQueuedFrames} frames");
sb.AppendLine($"• Queue: <b>{queueCount}</b> / {(RenderManager.Instance ? RenderManager.Instance.QueueFrameLimit : RenderManager.MaxQueuedFrames)} frames");
sb.AppendLine($"• Rendered Frames: <b>{(RenderManager.Instance ? RenderManager.Instance.frameCount : 0)}</b>");
sb.AppendLine($"• Frames Sent: <b>{(RenderManager.Instance ? Interlocked.Read(ref RenderManager.Instance.framesSent) : 0)}</b>");
+69 -3
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@@ -201,6 +201,12 @@ namespace ADOFAIRenderer.Util.FFmpeg
/// </summary>
private AVPixelFormat _dstPixFmt = AVPixelFormat.AV_PIX_FMT_YUV420P;
/// <summary>
/// Color range of the encoder input and output (codec context color_range of the selected encoder).
/// Full range (JPEG) for every encoder except libvvenc, limited range (MPEG) for libvvenc.
/// </summary>
private AVColorRange _colorRange = AVColorRange.AVCOL_RANGE_JPEG;
/// <summary>Pixel format of the finally selected and running encoder.</summary>
public AVPixelFormat SelectedPixelFormat => _dstPixFmt;
@@ -399,7 +405,19 @@ namespace ADOFAIRenderer.Util.FFmpeg
// ── Basic video parameters configuration ──
_pCodecContext->width = _settings.Width;
_pCodecContext->height = _settings.Height;
_pCodecContext->color_range = AVColorRange.AVCOL_RANGE_JPEG;
// ── Output color tags ──
// Matrix: BT.709, the RGB→YUV matrix of both conversion paths
// (GPU: RGB2YUV_BT709_Full in ColorConversion.compute, CPU: ConfigureSwsColorspace).
// Players use this tag to convert the YUV frames back to RGB.
// Range: full (0-255) for every encoder except libvvenc, limited (16-235) for libvvenc.
// The FFmpeg libvvenc wrapper passes the matrix/primaries/transfer tags to VVenC but not the range,
// so a VVC stream is read as limited range; its input is converted to limited range to match.
// Reference: https://github.com/FFmpeg/FFmpeg/blob/release/8.0/libavcodec/libvvenc.c (vvenc_set_color_format)
_pCodecContext->color_range = encoder == VideoEncoder.LibVvenc
? AVColorRange.AVCOL_RANGE_MPEG
: AVColorRange.AVCOL_RANGE_JPEG;
_pCodecContext->colorspace = AVColorSpace.AVCOL_SPC_BT709;
// thread_count = 0: FFmpeg automatically allocates threads according to the system CPU core count.
// For libvvenc, the FFmpeg wrapper passes thread_count as the VVenC internal thread count,
// so setting 0 (auto) is required for parallel encoding utilizing all cores.
@@ -756,6 +774,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
var accelStatus = isHardware ? "Hardware Acceleration Enabled" : "Software CPU Usage";
Melon<RenderMod>.Logger.Msg($"Video encoder successfully initialized: {encoder.Name} ({accelStatus})");
_dstPixFmt = selectedPixFmt;
_colorRange = _pCodecContext->color_range;
openedSuccessfully = true;
break;
}
@@ -855,6 +874,8 @@ namespace ADOFAIRenderer.Util.FFmpeg
if (_pSwsContext == null)
throw new Exception("Failed to initialize software scaler.");
ConfigureSwsColorspace();
_isInitialized = true;
_loggedConversionMode = false;
}
@@ -1240,7 +1261,51 @@ namespace ADOFAIRenderer.Util.FFmpeg
}
/// <summary>
/// Sets the format, size and color range of the destination frame (_pDstFrame) and allocates a new pixel buffer for it.
/// Sets the RGB→YUV conversion of the CPU conversion path (_pSwsContext) to the BT.709 matrix
/// and the color range of the encoder (_colorRange), so that it produces the same colors as the GPU path
/// (RGB2YUV_BT709_Full in ColorConversion.compute) and as the tags of the output stream.
/// A new libswscale context uses the BT.601 matrix (SWS_CS_DEFAULT = SWS_CS_ITU601) and the limited range.
///
/// For RGB input, "table" holds the coefficients of the output YUV space and dstRange its range (1 = full, 0 = limited).
/// The source (RGB) values, brightness, contrast and saturation keep the values of the context.
///
/// Reference: https://ffmpeg.org/doxygen/trunk/group__libsws.html (sws_setColorspaceDetails, sws_getCoefficients)
/// Reference: https://github.com/FFmpeg/FFmpeg/blob/release/8.0/libswscale/swscale.h (SWS_CS_ITU709, SWS_CS_DEFAULT)
/// </summary>
private void ConfigureSwsColorspace()
{
int* currentInvTable;
int* currentTable;
int srcRange, dstRange, brightness, contrast, saturation;
var ret = ffmpeg.sws_getColorspaceDetails(_pSwsContext, &currentInvTable, &srcRange, &currentTable, &dstRange,
&brightness, &contrast, &saturation);
if (ret < 0)
{
Melon<RenderMod>.Logger.Warning($"[Encoder] Cannot read the colorspace details of the software scaler: {GetFFmpegErrorString(ret)} (Code: {ret}). The CPU conversion path keeps the libswscale defaults.");
return;
}
var coefficients = ffmpeg.sws_getCoefficients(ffmpeg.SWS_CS_ITU709);
var invTable = new int_array4();
var table = new int_array4();
for (uint i = 0; i < 4; i++)
{
invTable[i] = currentInvTable[i];
table[i] = coefficients[i];
}
var fullRange = _colorRange == AVColorRange.AVCOL_RANGE_JPEG;
ret = ffmpeg.sws_setColorspaceDetails(_pSwsContext, invTable, srcRange, table, fullRange ? 1 : 0,
brightness, contrast, saturation);
if (ret < 0)
{
Melon<RenderMod>.Logger.Warning($"[Encoder] Cannot set the colorspace details of the software scaler: {GetFFmpegErrorString(ret)} (Code: {ret}). The CPU conversion path keeps the libswscale defaults.");
}
}
/// <summary>
/// Sets the format, size, color range and matrix of the destination frame (_pDstFrame) and allocates a new pixel buffer for it.
/// av_frame_get_buffer allocates memory matching format, width and height and sets the data[]/linesize[] pointers.
/// Second argument 0 means default alignment.
/// Reference: https://ffmpeg.org/doxygen/trunk/group__lavu__frame.html (av_frame_get_buffer)
@@ -1250,7 +1315,8 @@ namespace ADOFAIRenderer.Util.FFmpeg
_pDstFrame->format = (int)_dstPixFmt;
_pDstFrame->width = _settings.Width;
_pDstFrame->height = _settings.Height;
_pDstFrame->color_range = AVColorRange.AVCOL_RANGE_JPEG;
_pDstFrame->color_range = _colorRange;
_pDstFrame->colorspace = AVColorSpace.AVCOL_SPC_BT709;
var ret = ffmpeg.av_frame_get_buffer(_pDstFrame, 0);
if (ret < 0)
+10
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@@ -73,6 +73,16 @@ namespace ADOFAIRenderer.Util
}
}
/// <summary>
/// Bytes of the readback buffer of one frame: Width x Height x 3 / 2 when the GPU conversion to NV12 / YUV420P
/// is used, Width x Height x 4 (RGBA) otherwise. The same size as ReadbackRequestState.Setup uses.
/// </summary>
public long GetFrameBufferBytes(int width, int height)
{
var pixels = (long)width * height;
return _useGPUConversion ? pixels * 3 / 2 : pixels * 4;
}
public void RequestFrameCapture(Texture texture, long currentFrame)
{
if (!RenderManager.IsCapturingActive) return;