[VideoOut] Add Bink2 support via FFMPEG bridge (#527)

* [VideoOut] Add Bink2 support via FFMPEG bridge

* [CMake] update commit

* [CMake] update commit
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2026-07-22 21:41:41 +03:00
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@@ -14,31 +14,49 @@ 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.
Without an adapter, Bink files remain visible to the guest and the game's
statically linked decoder runs normally. Set SHARPEMU_BINK_MODE=skip only when
explicitly testing a title whose cinematics are optional.
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.
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
only; it does not decode the movie or alter its game logic. Set
SHARPEMU_BINK_MODE=native to force native bridge mode.
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
`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.
## Supplying the adapter
Bink 2 is proprietary. Obtain a compatible Mac Bink 2 SDK from RAD Game Tools,
then compile sharpemu_bink2_bridge.c against the SDK's bink.h and Mac library.
The adapter deliberately contains only a three-function C ABI so the managed
emulator never depends on RAD's private binary ABI.
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.
Place the resulting libsharpemu_bink2_bridge.dylib next to the SharpEmu
executable, or point to it explicitly:
`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`.
SHARPEMU_BINK2_BRIDGE=/absolute/path/libsharpemu_bink2_bridge.dylib \
To use a different build of the adapter, point to it explicitly:
SHARPEMU_BINK2_BRIDGE=/absolute/path/sharpemu_bink2_bridge.dll \
./SharpEmu /path/to/eboot.bin
The expected exports are sharpemu_bink2_open_utf8,
sharpemu_bink2_decode_next_bgra, and sharpemu_bink2_close. The supplied
adapter opens one movie, exposes BGRA pixels, and advances after each decoded
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.