Move FFmpeg runtime to frontend

This commit is contained in:
gamer147
2026-08-03 11:33:38 -04:00
parent 81d063da37
commit 728399cb8b
7 changed files with 17 additions and 10 deletions

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@@ -119,7 +119,7 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
│ layout-3 numbered state/history/gfx, DAT/STH pair + BMP codec,
│ and profile-owned state
│ ├── Age.Engine.Frontend/ platform-neutral frontend support: diagnostics/options, page
│ location, performance logging, movie decoder/runtime contracts,
│ location, performance logging, movie runtime/FFmpeg decoding,
│ audio alignment, surface registry, and WAV sanitization
│ └── Age.Engine.Text.Windows/ optional exact Windows GDI gray-4 reference backend; kept
│ outside the platform-neutral VM/runtime core
@@ -156,8 +156,9 @@ through project references rather than compiling duplicate linked sources. The f
`PageLocatorState`, `GodotTimelineLog`, `GodotTraceSink`, `StepLimitDiagnosticFormatter`, `GodotVmOptions`,
`PerformanceFrameLog`, and `WindowLaunchOptions`. It also owns the internal movie decoder boundary/runtime,
audio-timeline alignment, movie-surface registry, and RIFF/WAVE sanitizer; only the `Himegari` and
`Age.Engine.Tests` assemblies receive explicit friend access to that internal API. FFmpeg interop and decoder
implementation remain under `godot/` until their separate ownership slice.
`Age.Engine.Tests` assemblies receive explicit friend access to that internal API. FFmpeg native interop and the
asynchronous/paced decoder also live here; the `Age.MovieCorpusGate` tool receives friend access to the native
frame-source seam and references this project rather than compiling an interop source link.
`godot/GodotAdvHost.cs` retains cross-domain host coordination. Its partial-class companion
`godot/GodotAdvHost.AdvText.cs` owns live/retained ADV text, surface glyph rasterization and caching,