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This was already how Bink worked on other platforms (which all have comfortable thread affinities). On PS4, Bink now units the async thread affinities to share across the cores that you simply specify, (so that even if one core is overloaded on another recreation code, Bink can proceed decoding on the other async cores). Within the Unity and UE4 plugins, we do not clear the rendertarget first, if there is just one movie drawing to the RT - this makes a giant speed variations on PS4 and cellular. Merged Windows and WinRT SDKs - now there is only one Windows SDK that has all the things. Updated the async routines to be able to queue up as much work as you want on anyone async thread (will simply block after 64 frame-decodes get queued). Switched to new locking primatives on a variety of platforms - ought to be sooner and work round nonsense like Linux clock changes (don't get me started on absolute lock timeouts).
You can stick lock these threads to a specific core with BinkGetPlatformInfo manually. Also, it-viking.ch you can start as much as sixty four async threads on Windows, Linux and Mac now. Fixed a problem with sound on Linux on UE4 and Unity. Build Linux utilizing Clang on Windows - identical minimum libc requirements (needs to be invisible). Fixed an issue freeing texture memory when utilizing GPU-assisted decoding on PS4. Versioned some atomic internal functions on static library platforms to handle linking with multiple RAD merchandise utilizing totally different versions of the atomics (fixes a PS4 Bink and older Telemetry subject). Added a method to set the load path in the Bink plugin (principally for UE4). Added compatibility with March 2017 XboxOne XDK.
Moved to XboxOne March 2017 XDK. Worked round some issues with the Bink Unity participant on XboxOne. Fixed a couple rare deadlock issues with the Unity PS4 plugin. Updates to the Bink plugin for Unity to workaround and fix issues on PS4 and D3D12. Fixed a number of multithreaded PS4 UE4 issues. In the Unity and UE4 plugins, fastened a problem where we have been unloading XAudio, even when it failed to load. Fixed a path drawback loading video information within the UE4 plugin on Android. Updated the UE4 Bink plugin to permit rendering to any render goal. Added full video alpha override to the Bink plugins. Added a brand new video texturing instance for the Wii that makes use of the GPU to do shade conversion (for video texturing). The video has gained over 763,300 views in almost seven years.
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