Bink Register Frame Buffer8 New //free\\
| 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 |
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: bink register frame buffer8 new
HBINK bink_open(const char* filename, BINKOPENFLAGS flags); BINKFRAMEBUFFER8* bink_register_frame_buffer8_new( HBINK bink_handle, int width, int height, BINKFORMAT format, // e.g., BINK_FORMAT_R8G8B8A8_UNORM void* gpu_memory_pointer ); Here is how a graphics programmer would integrate this command into a real engine: Step 1: Standard Bink Initialization First, open the video file normally: | Metric | Traditional Copy Method | Registered
HBINK bink = BinkOpen("cutscene.bik", BINK_CPU_DECODE); if (!bink) // Error handling Here are three typical errors: ❌ Mismatched Buffer
// 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:
BinkWaitForFrame(bink); // Ensures buffer is fully decoded Without this, you may see partial frames or tearing. Even experienced developers misfire this command. Here are three typical errors: ❌ Mismatched Buffer Sizes // Wrong: Bink expects a specific stride gpu_buffer_width = 1920; // Correct gpu_buffer_stride = 1920; // Wrong if GPU requires 2048 for alignment Fix : Query bink->Width and bink->Height and align to D3D11_TEXTURE_PITCH_ALIGNMENT or OpenGL's GL_UNPACK_ROW_LENGTH . ❌ Forgetting the "New" in Multi-Video Scenarios Using the legacy bink_register_frame_buffer8 (without "New") with a second video file leads to memory corruption. The "New" variant releases the previous buffer registration before allocating the new one. ❌ CPU Readback Confusion Once registered as a GPU buffer, you cannot simply use fread() to capture raw pixels. To save a screenshot of a decoded frame, you must use BinkGetFrameBufferPixels to copy back to system memory. Real-World Implementation Case Study A major AAA studio (anonymous for this article) reported a 40% reduction in cutscene load times after refactoring their engine to use bink register frame buffer8 new .
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();