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

This commit is contained in:
ParantezTech
2026-07-23 02:52:24 +03:00
parent 559b7f0a84
commit c66d7a1e05
11 changed files with 506 additions and 756 deletions
+22
View File
@@ -64,6 +64,7 @@ internal static partial class Program
}
args = NormalizeInternalArguments(args, out var isMitigatedChild);
PreloadGlfw();
if (args.Length == 0)
{
@@ -213,6 +214,27 @@ internal static partial class Program
"as libvulkan.1.dylib.");
}
/// <summary>
/// SharpEmu.CLI.csproj publishes glfw into a "plugins" subfolder rather
/// than flat next to the executable, which falls outside the default OS
/// DLL/dlopen search path. Preloading it here by full path first means
/// any later bare-name lookup (however Silk.NET/GLFW itself resolves the
/// library) finds it already loaded in the process and reuses it -- the
/// same technique <see cref="PreloadMacVulkanLoader"/> already relies on
/// for the Vulkan loader.
/// </summary>
private static void PreloadGlfw()
{
var fileName = OperatingSystem.IsWindows() ? "glfw3.dll"
: OperatingSystem.IsMacOS() ? "libglfw.3.dylib"
: "libglfw.so.3";
var candidate = Path.Combine(AppContext.BaseDirectory, "plugins", fileName);
if (File.Exists(candidate))
{
NativeLibrary.TryLoad(candidate, out _);
}
}
private static int RunEmulator(string[] args, bool isMitigatedChild)
{
Console.Error.WriteLine($"[DEBUG] SharpEmu starting with {args.Length} args");