using System; using System.Buffers; using System.Collections.Generic; using System.Linq; using ADOFAIRenderer.Core; using MelonLoader; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using UnityEngine; using UnityEngine.Rendering; namespace ADOFAIRenderer.Util { public class FrameReader : IDisposable { private const int InitialBufferSize = 16; private readonly Stack _statePool = new Stack(); private readonly List _allocatedStates = new List(); private readonly object _poolLock = new object(); private bool _isInitialized; private volatile bool _isDisposed; public FrameReader() { InitializePool(); } private void InitializePool() { lock (_poolLock) { if (_isInitialized) return; for (var i = 0; i < InitialBufferSize; i++) { var state = new ReadbackRequestState(this); _statePool.Push(state); _allocatedStates.Add(state); } _isInitialized = true; } } public void RequestFrameCapture(Texture texture, long currentFrame) { if (!RenderManager.IsCapturingActive) return; ReadbackRequestState state; lock (_poolLock) { if (_statePool.Count == 0) { state = new ReadbackRequestState(this); _allocatedStates.Add(state); } else { state = _statePool.Pop(); } state.IsInFlight = true; } var bufferSize = texture.width * texture.height * 4; // RGBA = 4 channel state.Setup(currentFrame, bufferSize); AsyncGPUReadback.RequestIntoNativeArray( ref state.NativeBuffer, texture, 0, state.CachedCallback ); } internal void OnReadbackComplete(ReadbackRequestState state, AsyncGPUReadbackRequest request) { var frame = state.FrameIndex; lock (_poolLock) { state.IsInFlight = false; if (_isDisposed) { state.Dispose(); return; } } if (RenderManager.Instance && RenderManager.Instance.isRenderCancelled) { RecycleState(state); return; } if (request.hasError) { if (RenderManager.Instance) { RenderManager.Instance.readbackFailureCount++; } Melon.Logger.Warning($"[OOM Prevent] GPU Readback failed for frame {frame}. Queue deadlock prevented by sending a black frame."); var byteSize = state.NativeBuffer.Length; var blackFrame = ArrayPool.Shared.Rent(byteSize); Array.Clear(blackFrame, 0, byteSize); var capFrame = new RenderManager.CapturedFrame { ManagedBuffer = blackFrame, Length = byteSize }; PushToQueue(frame, capFrame); RecycleState(state); } else { unsafe { var ptr = (IntPtr)state.NativeBuffer.GetUnsafeReadOnlyPtr(); var capFrame = new RenderManager.CapturedFrame { NativePointer = ptr, Length = state.NativeBuffer.Length, ReadbackState = state }; PushToQueue(frame, capFrame); } } } internal void RecycleState(ReadbackRequestState state) { lock (_poolLock) { if (_isDisposed || !_isInitialized) { state.Dispose(); return; } state.Recycle(); _statePool.Push(state); } } private static void PushToQueue(long frame, RenderManager.CapturedFrame capturedFrame) { if (!RenderManager.Instance) return; lock (RenderManager.Instance.ImageQueue) { RenderManager.Instance.ImageQueue[frame] = capturedFrame; } } public void Dispose() { lock (_poolLock) { if (_isDisposed) return; _isDisposed = true; foreach (var state in _allocatedStates.Where(state => !state.IsInFlight)) { state.Dispose(); } _statePool.Clear(); _allocatedStates.Clear(); _isInitialized = false; } } } internal class ReadbackRequestState : IDisposable { private readonly FrameReader _owner; public long FrameIndex { get; private set; } public NativeArray NativeBuffer; public bool IsInFlight { get; internal set; } public readonly Action CachedCallback; public ReadbackRequestState(FrameReader owner) { _owner = owner; CachedCallback = OnComplete; FrameIndex = -1; } public void Setup(long frameIndex, int bufferSize) { FrameIndex = frameIndex; // 버퍼가 생성되지 않았거나 크기가 다른 경우 재생성 if (!NativeBuffer.IsCreated || NativeBuffer.Length != bufferSize) { // 이전 메모리 해제 if (NativeBuffer.IsCreated) NativeBuffer.Dispose(); NativeBuffer = new NativeArray(bufferSize, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); } } private void OnComplete(AsyncGPUReadbackRequest request) { _owner.OnReadbackComplete(this, request); } public void Recycle() { FrameIndex = -1; } public void Dispose() { if (NativeBuffer.IsCreated) NativeBuffer.Dispose(); } } }