[Bink2] rework bridge to use FFmpeg's native Bink2 decoder instead of a C bridge (#554)

* [Bink2] rework bridge to use FFmpeg's native Bink2 decoder instead of a C bridge

* [readme] update DeS screenshot
This commit is contained in:
Berk
2026-07-23 03:06:14 +03:00
committed by GitHub
parent 559b7f0a84
commit 4191a9e12b
12 changed files with 506 additions and 756 deletions
+47 -36
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@@ -9,17 +9,24 @@ Demon's Souls plays Bink 2 (.bk2) files through a Bink implementation linked
directly into eboot.bin. It does not use libSceVideodec, therefore an HLE video
decoder cannot observe or replace those frames.
SharpEmu observes successful guest .bk2 opens and, when a Bink bridge is
SharpEmu observes successful guest .bk2 opens and, when a Bink decoder is
available, presents its decoded BGRA frames at the normal guest-flip boundary.
This preserves the game's own timing and lets the host Vulkan presenter display
the movie without trying to execute the PS5-specific Bink GPU decode path.
The default path decodes through the bundled FFmpeg-backed native bridge
(`native/bink2-bridge/sharpemu_bink2_bridge.c`); see "Supplying the adapter"
below for where that binary comes from. Set `SHARPEMU_BINK_MODE=guest` to
leave decoding to the Bink implementation statically linked into the game
instead. Set `skip` only when explicitly testing a title whose cinematics are
optional.
The default path decodes by calling FFmpeg's own C API directly from managed
code (`src/SharpEmu.Libs/Bink/FfmpegNativeBinkFrameSource.cs`, via the
[FFmpeg.AutoGen](https://github.com/Ruslan-B/FFmpeg.AutoGen) P/Invoke
bindings) against a custom FFmpeg build
(`github.com/sharpemu/ffmpeg-core`, LGPL-2.1) that adds a Bink 2 decoder to
FFmpeg 7.1.2; see "Supplying the FFmpeg libraries" below for where those
libraries come from. No proprietary RAD SDK is needed to build or run
SharpEmu, and there is no C/C++ code of SharpEmu's own involved in decoding
-- SharpEmu.CLI.csproj only downloads a prebuilt release archive.
Set `SHARPEMU_BINK_MODE=guest` to leave decoding to the Bink implementation
statically linked into the game instead. Set `skip` only when explicitly
testing a title whose cinematics are optional.
Set SHARPEMU_BINK_MODE=dummy to retain the open and show a built-in,
non-decoded placeholder frame. This requires no SDK, but is a visual diagnostic
@@ -27,38 +34,42 @@ only; it does not decode the movie or alter its game logic.
SHARPEMU_BINK_MODE=native is equivalent to the default and mainly useful for
being explicit about it.
The experimental `SHARPEMU_BINK_MODE=ffmpeg` override forces a host FFmpeg
source. SharpEmu searches
The experimental `SHARPEMU_BINK_MODE=ffmpeg` override is unrelated to the
default path above: instead of calling into FFmpeg in-process, it spawns a
standalone `ffmpeg` executable and reads raw frames from its stdout
(`src/SharpEmu.Libs/Bink/FfmpegBinkFrameSource.cs`). SharpEmu searches
`SHARPEMU_FFMPEG_PATH`, the executable directory, its `ffmpeg` subdirectory,
and then `PATH`. The FFmpeg build must contain the Bink 2 decoder; stock FFmpeg
builds that only recognize the Bink container are not sufficient.
and then `PATH` (plus a couple of common Homebrew paths on macOS). That
`ffmpeg` build must contain a Bink 2 decoder itself; a stock FFmpeg build that
only recognizes the Bink container is not sufficient. Most users want the
default `native` mode instead, which always has Bink 2 support since it's
built against `ffmpeg-core` specifically.
## Supplying the adapter
## Supplying the FFmpeg libraries
The adapter (`native/bink2-bridge/sharpemu_bink2_bridge.c`) links against a
custom FFmpeg build (`github.com/sharpemu/ffmpeg-core`, LGPL-2.1) that adds a
Bink 2 decoder to FFmpeg 7.1.2; no proprietary RAD SDK is needed to build or
run SharpEmu.
`dotnet publish` fetches a prebuilt release of `github.com/sharpemu/ffmpeg-core`
(the tag is pinned in `SharpEmu.CLI.csproj`'s `FfmpegRuntimeTag`, matched to
the `FFmpeg.AutoGen` package version in `Directory.Packages.props` -- both
need to agree on the same FFmpeg ABI) and copies its dynamically linked
libraries into a `plugins` folder next to the published executable. No C
toolchain is required to build SharpEmu; publishing just downloads a zip.
`plugins` is a loose, unpacked folder rather than something embedded in the
single-file bundle, so the OS loader can resolve the libraries' own
inter-dependencies (`avcodec` depends on `avutil`, etc.) itself.
`dotnet publish` builds it from source with CMake + Ninja + clang-cl (Windows)
or the platform's default C compiler (Linux/macOS), targeting win-x64,
linux-x64, osx-x64, or osx-arm64, then embeds the result in the published
single-file executable. Publishing SharpEmu therefore requires that
toolchain locally (the same one the CI runners already ship with); there is
no prebuilt/download fallback. A downloaded release needs no such setup: the
compiled adapter is already inside `SharpEmu.exe`.
A plain `dotnet publish` with no `-r` still works: it defaults to the host
machine's own RID (see `Directory.Build.props`), so it fetches the matching
`ffmpeg-core` archive and populates `plugins` without any extra flags.
Passing an explicit `-r <rid>` (e.g. to cross-publish `linux-x64` from
Windows) still overrides that default normally.
To use a different build of the adapter, point to it explicitly:
To use a different set of FFmpeg libraries, drop them into the published
`plugins` folder yourself (matching FFmpeg's own file-naming and versioning
conventions, e.g. `avformat-61.dll` / `libavformat.so.61` / matching
`.dylib`) -- `FfmpegNativeBinkFrameSource` points `ffmpeg.RootPath` at that
folder and does not otherwise care where the files came from.
SHARPEMU_BINK2_BRIDGE=/absolute/path/sharpemu_bink2_bridge.dll \
./SharpEmu /path/to/eboot.bin
The expected exports are sharpemu_bink2_open_utf8,
sharpemu_bink2_open_scaled_utf8, sharpemu_bink2_decode_next_bgra, and
sharpemu_bink2_close. The adapter opens one movie, optionally scaling it down
to a maximum size, exposes BGRA pixels, and advances after each decoded
frame. The managed side validates dimensions and retains ownership of the
destination buffer.
If the bridge is absent in native mode, SharpEmu logs one informational line
and retains the existing guest rendering path.
If the libraries are absent or fail to load, `FfmpegNativeBinkFrameSource.TryOpen`
degrades gracefully: SharpEmu logs one informational line ("Bink2 bridge
could not open movie ...") and leaves the guest's own rendering path
untouched, rather than crashing.