For the latest SDK details, consult the official "bink_lowlevel.h" header and search for "RegisterFrameBuffer8" – the "new" version is often hidden behind a feature flag requiring direct support from RAD support.
void* my_8bit_buffer = vkAllocateMemory( ..., VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT); BinkFrameBuffer8Desc desc = 0; desc.struct_size = sizeof(desc); desc.buffer_ptr = my_8bit_buffer; desc.stride = aligned_width; // Must match texture row pitch desc.frame_number_tag = current_frame_id; desc.sync_flags = BINK_SYNC_WRITE_BACK_CACHE; // Custom flag desc.sync_callback = OnBinkFrameReady; desc.user_data = my_gpu_fence_ptr; BinkRegisterFrameBuffer8New(my_bink_handle, &desc); Step 3: The Callback Inside OnBinkFrameReady , do not touch the buffer. Simply signal your rendering pipeline:
BinkRegisterFrameBuffer8New or BinkRegisterFrameBuffer8Ex The new function introduces an extended parameter structure. Instead of a flat pointer, it accepts a BinkFrameBuffer8Desc struct: bink register frame buffer8 new
void OnBinkFrameReady(U32 tag, void* user) Fence* gpu_fence = (Fence*)user; gpu_fence->Signal(); // GPU can now read index buffer // Update your descriptor set to point to the new 8-bit buffer
The answer is . When Bink registers an 8-bit buffer, it is often paired with a separate palette texture (256x1 RGB32). On the GPU, a custom shader indexes the palette dynamically: For the latest SDK details, consult the official
– If you are porting a PS2/Xbox classic game to PC or Switch, the original assets are palletized 8-bit. The "new" register function gives you the performance of async decode without rewriting the asset pipeline.
while (playing) BinkWait(my_bink_handle); // Wait for next frame // Bink writes directly to my_8bit_buffer, then calls callback // Render pass uses buffer + palette texture SubmitDraw(); Instead of a flat pointer, it accepts a
Introduction In the world of game development, video middleware is often the silent workhorse. For over two decades, RAD Game Tools' Bink has been the gold standard for in-game video, prized for its tiny footprint, fast decode times, and unprecedented control over the frame buffer. However, as developers push toward exotic rendering pipelines and custom hardware, they often encounter a specific, poorly documented set of low-level commands: the BinkRegisterFrameBuffer8 routine and its elusive "new" variant.