Bink Register Frame Buffer8 New Now
| Metric | Traditional Copy Method | Registered Frame Buffer8 New | |--------|------------------------|------------------------------| | CPU Usage (per frame) | ~5-8% (memcpy heavy) | ~1-2% (signaling only) | | GPU Upload Bandwidth | 100% of frame data | 0% (write-combined directly) | | Frame Latency | 2-3 frames behind | <1 frame behind | | Memory Usage | System + GPU memory | GPU memory only |
Notice there is call. That function is obsolete when using bink register frame buffer8 new . The video frame is already on the GPU. Performance Benefits Implementing this command yields tangible improvements: bink register frame buffer8 new
BinkRegisterFrameBuffer8New( bink, gpu_frame_buffer, // Your GPU resource bink->Width, bink->Height, BINK_PIX_FMT_RGBA8 // 8-bit per channel ); The New suffix implies that this buffer is for each new video or scene, allowing dynamic resizing without memory fragmentation. Step 4: The Decode Loop With the buffer registered, the decode process changes: | Metric | Traditional Copy Method | Registered
while (playing) BinkDoFrame(bink); // Decodes directly into the registered GPU buffer BinkNextFrame(bink); // Advances to the next frame // The GPU texture now contains the latest frame. // Simply bind it as a shader resource to draw the video. my_engine_bind_video_texture(gpu_frame_buffer); my_engine_draw_fullscreen_quad(); For an 8-bit frame buffer:
However, within the Bink SDK’s low-level API, there exists a set of advanced commands that often confuse even seasoned graphics programmers. One such obscure but powerful sequence is the command.
// Example using DirectX 11 D3D11_TEXTURE2D_DESC desc = {}; desc.Width = bink->Width; desc.Height = bink->Height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // This is "FrameBuffer8" desc.SampleDesc.Count = 1; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; ID3D11Texture2D* gpu_frame_buffer = nullptr; device->CreateTexture2D(&desc, nullptr, &gpu_frame_buffer); Now use the command to register this GPU memory with Bink:
Instead of letting Bink allocate memory, you create a texture in your graphics API (e.g., OpenGL, DirectX 11/12, Vulkan). For an 8-bit frame buffer: