SHA256
446 lines
21 KiB
C#
446 lines
21 KiB
C#
using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Linq;
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using ADOFAIRenderer.Core;
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using ADOFAIRenderer.UI;
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using FFmpeg.AutoGen;
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using MelonLoader;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace ADOFAIRenderer.Util
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{
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/// <summary>
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/// GPU capture of rendered frames for the encoder. For each requested frame it optionally converts the RGBA texture to
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/// the encoder's YUV 4:2:0 layout with a compute shader (ColorConversion.compute from the mod's asset bundle, kernels
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/// CSMain_NV12 / CSMain_YUV420P), then reads the result back asynchronously (AsyncGPUReadback.RequestIntoNativeArray)
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/// into a persistent native buffer and adds it to RenderManager.ImageQueue under its video frame index.
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/// When the shader or the kernel for the pixel format is unavailable, the RGBA texture is read back unchanged and the
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/// encoder converts it (IsColorConverted = false).
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/// <para>
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/// Each request uses a <see cref="ReadbackRequestState"/> from a pool (16 created up front, more allocated when the pool
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/// is empty). A state stays out of the pool from the request until the render thread has sent its frame
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/// (RenderManager.SendVideoFrame, then <see cref="RecycleState"/>) or the frame was dropped.
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/// </para>
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/// <para>
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/// Threads: requests and readback completions run on the main thread; <see cref="RecycleState"/> is also called by
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/// the render thread. The pool and the disposed flag are guarded by _poolLock. One instance per render, created in
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/// RenderManager.SetupPlay with the pixel format of the opened encoder.
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/// </para>
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/// </summary>
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internal class FrameReader : IDisposable
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{
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// Property IDs of the compute shader parameters: source texture, output buffer and frame size in pixels.
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private static readonly int Height = Shader.PropertyToID("Height");
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private static readonly int Width = Shader.PropertyToID("Width");
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private static readonly int DestinationBuffer = Shader.PropertyToID("DestinationBuffer");
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private static readonly int SourceTexture = Shader.PropertyToID("SourceTexture");
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/// <summary>Number of readback states created by InitializePool.</summary>
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private const int InitialBufferSize = 16;
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/// <summary>States that are free for a new request. Guarded by _poolLock.</summary>
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private readonly Stack<ReadbackRequestState> _statePool = new();
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/// <summary>Every state created by this reader (free, in flight or holding a queued frame), for Dispose. Guarded by _poolLock.</summary>
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private readonly List<ReadbackRequestState> _allocatedStates = new();
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/// <summary>Lock for _statePool, _allocatedStates, _isInitialized, _isDisposed and ReadbackRequestState.IsInFlight.</summary>
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private readonly object _poolLock = new();
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/// <summary>True after InitializePool; false again after Dispose (RecycleState then disposes returned states).</summary>
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private bool _isInitialized;
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/// <summary>Set by Dispose. Completions and recycles that arrive afterwards dispose their state.</summary>
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private volatile bool _isDisposed;
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/// <summary>Color conversion compute shader from the asset bundle (ModAssets.ColorConversionShader); null when not loaded.</summary>
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private readonly ComputeShader? _computeShader;
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/// <summary>Kernel index for the target pixel format; -1 when the format has no kernel or the kernel was not found.</summary>
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private readonly int _kernelIndex = -1;
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/// <summary>True when frames are converted to YUV on the GPU (shader and kernel available).</summary>
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private readonly bool _useGPUConversion;
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/// <summary>Pixel format of the read-back data: the target format with GPU conversion, AV_PIX_FMT_RGBA otherwise.</summary>
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private readonly AVPixelFormat _expectedFormat;
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/// <summary>
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/// Selects the conversion kernel for <paramref name="targetFormat"/> and fills the state pool.
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/// </summary>
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/// <param name="targetFormat">
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/// Pixel format of the encoder input (FFmpegNativeEncoder.SelectedPixelFormat). NV12 and YUV420P use GPU conversion;
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/// any other format falls back to RGBA readback.
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/// </param>
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public FrameReader(AVPixelFormat targetFormat)
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{
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_computeShader = ModAssets.ColorConversionShader;
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if (_computeShader)
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{
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var kernelName = targetFormat switch
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{
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AVPixelFormat.AV_PIX_FMT_NV12 => "CSMain_NV12",
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AVPixelFormat.AV_PIX_FMT_YUV420P => "CSMain_YUV420P",
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_ => null
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};
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if (kernelName != null)
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{
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try { _kernelIndex = _computeShader.FindKernel(kernelName); }
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catch { _kernelIndex = -1; }
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}
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}
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_useGPUConversion = _kernelIndex >= 0;
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_expectedFormat = _useGPUConversion ? targetFormat : AVPixelFormat.AV_PIX_FMT_RGBA;
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InitializePool();
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}
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/// <summary>Creates InitialBufferSize states once. Their buffers are allocated on first use (ReadbackRequestState.Setup).</summary>
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private void InitializePool()
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{
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lock (_poolLock)
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{
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if (_isInitialized) return;
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for (var i = 0; i < InitialBufferSize; i++)
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{
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var state = new ReadbackRequestState(this);
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_statePool.Push(state);
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_allocatedStates.Add(state);
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}
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_isInitialized = true;
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}
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}
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/// <summary>
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/// Bytes of the readback buffer of one frame: Width x Height x 3 / 2 when the GPU conversion to NV12 / YUV420P
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/// is used, Width x Height x 4 (RGBA) otherwise. The same size as ReadbackRequestState.Setup uses.
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/// </summary>
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public long GetFrameBufferBytes(int width, int height)
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{
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var pixels = (long)width * height;
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return _useGPUConversion ? pixels * 3 / 2 : pixels * 4;
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}
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/// <summary>
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/// Requests the capture of <paramref name="texture"/> as video frame <paramref name="currentFrame"/>. Does nothing
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/// outside the Render stage. Main thread.
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/// With GPU conversion, the compute kernel writes the YUV data of the texture into the state's ComputeBuffer and that
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/// buffer is read back; otherwise the texture itself is read back as RGBA. The buffers are sized from the texture
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/// dimensions of this call. The result arrives in OnReadbackComplete.
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/// </summary>
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/// <param name="texture">Frame to capture (game frame or the output of the frame hooks).</param>
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/// <param name="currentFrame">Video frame index; the key of the frame in ImageQueue.</param>
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public void RequestFrameCapture(Texture texture, long currentFrame)
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{
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if (!RenderManager.IsCapturingActive) return;
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ReadbackRequestState state;
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lock (_poolLock)
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{
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if (_statePool.Count == 0)
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{
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state = new ReadbackRequestState(this);
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_allocatedStates.Add(state);
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}
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else
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{
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state = _statePool.Pop();
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}
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state.IsInFlight = true;
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}
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var bufferSize = texture.width * texture.height * 4; // RGBA = 4 channel
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state.Setup(currentFrame, bufferSize, _useGPUConversion, _expectedFormat, texture.width, texture.height);
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if (_useGPUConversion && state.GPUBuffer != null && _computeShader)
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{
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_computeShader.SetTexture(_kernelIndex, SourceTexture, texture);
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_computeShader.SetBuffer(_kernelIndex, DestinationBuffer, state.GPUBuffer);
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_computeShader.SetInt(Width, texture.width);
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_computeShader.SetInt(Height, texture.height);
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// Thread group counts cover the frame in tiles of 32 x 16 pixels (NV12) or 64 x 16 pixels (YUV420P), rounded up.
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// The tile size is the area one thread group of the ColorConversion.compute kernels processes.
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var threadGroupsX = _expectedFormat == AVPixelFormat.AV_PIX_FMT_NV12
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? (texture.width + 31) / 32
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: (texture.width + 63) / 64;
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var threadGroupsY = (texture.height + 15) / 16;
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_computeShader.Dispatch(_kernelIndex, threadGroupsX, threadGroupsY, 1);
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// The native buffer must not be disposed until the request completes; Dispose skips states that are in flight.
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// Reference: https://docs.unity3d.com/ScriptReference/Rendering.AsyncGPUReadback.RequestIntoNativeArray.html
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AsyncGPUReadback.RequestIntoNativeArray(
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ref state.NativeBuffer, state.GPUBuffer, state.CachedCallback
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);
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/*AsyncGPUReadback.Request(
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state.GPUBuffer,
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state.CachedCallback
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);*/
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}
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else
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{
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AsyncGPUReadback.RequestIntoNativeArray(
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ref state.NativeBuffer, texture, 0, state.CachedCallback
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);
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}
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}
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/// <summary>
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/// Completion of a readback request (through ReadbackRequestState.CachedCallback).
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/// <list type="bullet">
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/// <item>Reader disposed: the state is disposed.</item>
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/// <item>Render aborted: the state is returned to the pool and nothing is queued.</item>
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/// <item>Readback error: a black frame (managed buffer) is queued under the same index, so the render thread does not
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/// wait forever for the missing index, and the state is returned to the pool.</item>
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/// <item>Success: the state's native buffer is queued without copying; the state stays out of the pool until the
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/// render thread has encoded the frame.</item>
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/// </list>
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/// </summary>
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internal void OnReadbackComplete(ReadbackRequestState state, AsyncGPUReadbackRequest request)
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{
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var frame = state.FrameIndex;
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lock (_poolLock)
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{
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state.IsInFlight = false;
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if (_isDisposed)
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{
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state.Dispose();
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return;
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}
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}
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if (RenderManager.Instance && RenderManager.Instance.IsRenderAborted)
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{
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RecycleState(state);
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return;
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}
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if (request.hasError)
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{
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if (RenderManager.Instance)
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{
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RenderManager.Instance.readbackFailureCount++;
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}
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Melon<RenderMod>.Logger.Warning($"[OOM Prevent] GPU Readback failed for frame {frame}. Queue deadlock prevented by sending a black frame.");
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var blackFrame = CreateBlackFrame(state, out var byteSize);
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var capFrame = new RenderManager.CapturedFrame
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{
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ManagedBuffer = blackFrame, Length = byteSize,
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IsColorConverted = state.IsGPUConversion
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};
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PushToQueue(frame, capFrame);
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RecycleState(state);
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}
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else
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{
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unsafe
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{
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/*
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if (state.IsGPUConversion)
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{
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var data = request.GetData<byte>();
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// Copy async request buffer data to persistent NativeBuffer memory
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NativeArray<byte>.Copy(data, state.NativeBuffer, data.Length);
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}
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*/
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var ptr = (IntPtr)state.NativeBuffer.GetUnsafeReadOnlyPtr();
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var capFrame = new RenderManager.CapturedFrame
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{
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NativePointer = ptr, Length = state.NativeBuffer.Length,
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ReadbackState = state, IsColorConverted = state.IsGPUConversion
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};
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PushToQueue(frame, capFrame);
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}
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}
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}
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/// <summary>
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/// Creates a black frame in the same format as the frames of this reader, from ArrayPool<byte>.Shared
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/// (returned to the pool by the render thread after encoding).
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///
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/// GPU conversion (NV12 / YUV420P, full range): Width × Height × 3 / 2 bytes.
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/// Y plane (Width × Height bytes) = 0, U/V data (the rest) = 128.
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/// 128 is the zero chroma value of the 8-bit full range: the U/V offset 0.5 of RGB2YUV_BT709_Full
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/// in ColorConversion.compute, which the encoder input of this path uses.
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/// Both NV12 (interleaved UV) and YUV420P (U plane, then V plane) store all chroma after the Y plane,
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/// so the same fill applies to both.
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/// No GPU conversion (RGBA input, converted by the encoder): Width × Height × 4 bytes, all 0.
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/// </summary>
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private static byte[] CreateBlackFrame(ReadbackRequestState state, out int byteSize)
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{
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var lumaSize = state.Width * state.Height;
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byteSize = state.IsGPUConversion ? lumaSize * 3 / 2 : lumaSize * 4;
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var frame = ArrayPool<byte>.Shared.Rent(byteSize);
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if (state.IsGPUConversion)
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{
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Array.Clear(frame, 0, lumaSize);
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frame.AsSpan(lumaSize, byteSize - lumaSize).Fill(128);
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}
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else
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{
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Array.Clear(frame, 0, byteSize);
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}
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return frame;
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}
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/// <summary>
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/// Returns a state to the pool after its frame was sent or dropped, or disposes it when the reader is disposed.
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/// Called by the render thread (after sending) and by the main thread (abort, errors, queue cleanup).
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/// </summary>
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internal void RecycleState(ReadbackRequestState state)
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{
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lock (_poolLock)
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{
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if (_isDisposed || !_isInitialized)
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{
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state.Dispose();
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return;
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}
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state.Recycle();
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_statePool.Push(state);
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}
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}
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/// <summary>
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/// Adds the frame to RenderManager.ImageQueue under <paramref name="frame"/> (replacing a frame with the same index)
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/// and wakes the render thread.
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/// </summary>
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private static void PushToQueue(long frame, RenderManager.CapturedFrame capturedFrame)
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{
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if (!RenderManager.Instance) return;
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lock (RenderManager.Instance.ImageQueue)
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{
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RenderManager.Instance.ImageQueue[frame] = capturedFrame;
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}
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RenderManager.Instance.FrameAvailableEvent.Set();
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}
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/// <summary>
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/// Disposes every state that is not in flight and clears the pool. States in flight are disposed when their
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/// readback completes. States still referenced by frames in ImageQueue are disposed too, so callers clear the queue
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/// first (RenderManager.StopFFmpeg / RestoreRenderEnvironment). Main thread.
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/// </summary>
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public void Dispose()
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{
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lock (_poolLock)
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{
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if (_isDisposed) return;
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_isDisposed = true;
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foreach (var state in _allocatedStates.Where(state => !state.IsInFlight))
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{
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state.Dispose();
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}
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_statePool.Clear();
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_allocatedStates.Clear();
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_isInitialized = false;
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}
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}
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}
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/// <summary>
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/// One reusable capture slot of <see cref="FrameReader"/>: the persistent native buffer the readback writes into, the
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/// ComputeBuffer the conversion kernel writes (GPU conversion only), and the metadata of the frame it currently holds.
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/// The buffers are kept between frames and reallocated only when the frame size or conversion mode changes.
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/// </summary>
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internal class ReadbackRequestState : IDisposable
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{
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/// <summary>Reader that receives the completion and owns the pool.</summary>
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private readonly FrameReader _owner;
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/// <summary>Video frame index of the current request; -1 while the state is free.</summary>
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public long FrameIndex { get; private set; }
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/// <summary>
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/// Persistent native buffer receiving the readback: Width x Height x 3 / 2 bytes of YUV 4:2:0 with GPU conversion,
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/// Width x Height x 4 bytes of RGBA otherwise. Read by the render thread through CapturedFrame.NativePointer.
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/// </summary>
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public NativeArray<byte> NativeBuffer;
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/// <summary>True between the request and its completion. Written under FrameReader._poolLock.</summary>
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public bool IsInFlight { get; internal set; }
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/// <summary>Raw ComputeBuffer (4-byte elements) the conversion kernel writes; null without GPU conversion.</summary>
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public ComputeBuffer? GPUBuffer;
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/// <summary>True when the current frame is converted to YUV on the GPU.</summary>
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public bool IsGPUConversion { get; private set; }
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/// <summary>Width of the current frame in pixels.</summary>
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public int Width { get; private set; }
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/// <summary>Height of the current frame in pixels.</summary>
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public int Height { get; private set; }
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/// <summary>Completion delegate created once per state, so a request does not allocate a new delegate.</summary>
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public readonly Action<AsyncGPUReadbackRequest> CachedCallback;
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/// <summary>Creates a free state without buffers.</summary>
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public ReadbackRequestState(FrameReader owner)
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{
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_owner = owner;
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CachedCallback = OnComplete;
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FrameIndex = -1;
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}
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/// <summary>
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/// Prepares the state for a request: stores the frame metadata and (re)allocates the buffers when their size differs.
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/// The native buffer holds width x height x 3 / 2 bytes with GPU conversion, otherwise <paramref name="bufferSize"/>.
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/// The ComputeBuffer holds the same number of bytes as 4-byte elements (byte count / 4, rounded down).
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/// </summary>
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/// <param name="frameIndex">Video frame index of the request.</param>
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/// <param name="bufferSize">Readback size in bytes for RGBA readback (width x height x 4).</param>
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/// <param name="isGPUConversion">Whether the kernel converts the frame to YUV.</param>
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/// <param name="pixelFormat">Pixel format of the read-back data (not used by this method).</param>
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/// <param name="width">Frame width in pixels.</param>
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/// <param name="height">Frame height in pixels.</param>
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public void Setup(long frameIndex, int bufferSize, bool isGPUConversion, AVPixelFormat pixelFormat, int width, int height)
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{
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FrameIndex = frameIndex;
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IsGPUConversion = isGPUConversion;
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Width = width; Height = height;
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var readbackSize = isGPUConversion ? (width * height * 3 / 2) : bufferSize;
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if (!NativeBuffer.IsCreated || NativeBuffer.Length != readbackSize)
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{
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if (NativeBuffer.IsCreated) NativeBuffer.Dispose();
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NativeBuffer = new NativeArray<byte>(readbackSize, Allocator.Persistent,
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NativeArrayOptions.UninitializedMemory);
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}
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if (isGPUConversion)
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{
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var computeBufferSize = readbackSize / 4;
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if (GPUBuffer != null && GPUBuffer.count == computeBufferSize) return;
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GPUBuffer?.Dispose();
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GPUBuffer = new ComputeBuffer(computeBufferSize, 4, ComputeBufferType.Raw);
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}
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else
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{
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GPUBuffer?.Dispose();
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GPUBuffer = null;
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}
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}
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/// <summary>Readback completion; forwards to FrameReader.OnReadbackComplete.</summary>
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private void OnComplete(AsyncGPUReadbackRequest request)
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{
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_owner.OnReadbackComplete(this, request);
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}
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/// <summary>Marks the state as free (FrameIndex -1). The buffers are kept for the next request.</summary>
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public void Recycle()
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{
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FrameIndex = -1;
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}
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/// <summary>Releases the native buffer and the ComputeBuffer.</summary>
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public void Dispose()
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{
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if (NativeBuffer.IsCreated) NativeBuffer.Dispose();
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GPUBuffer?.Dispose();
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GPUBuffer = null;
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}
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}
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} |