Enable paced FFmpeg movie playback

This commit is contained in:
gamer147
2026-07-22 08:39:27 -04:00
parent 760f84e218
commit 816673cf6a
12 changed files with 365 additions and 22 deletions

View File

@@ -74,8 +74,8 @@ All opcode knowledge (ABI, semantics, provenance, `depends_on`) is hand-edited *
## Native FFmpeg movie shim (Windows x64)
These PowerShell tools build the isolated native movie gate; they do not switch live Godot playback away from
DirectShow. The dependency manifest pins an immutable LGPL shared FFmpeg archive and SHA-256.
These PowerShell tools build the selected Windows-x64 live movie backend. The dependency manifest pins an
immutable LGPL shared FFmpeg archive and SHA-256.
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
@@ -84,7 +84,9 @@ DirectShow. The dependency manifest pins an immutable LGPL shared FFmpeg archive
The managed isolated probes load from `AGE_FFMPEG_NATIVE_DIR` when set, then application-local and
`runtimes/win-x64/native` locations. Build the shim before running the `FfmpegShim*` tests; no original-game
movie is copied into the repository or native output.
movie is copied into the repository or native output. When `build/native/win-x64/age_movie_ffmpeg.dll` exists,
`dotnet build godot/Himegari.csproj` also stages the shim, its five DLL dependencies, and `FFmpeg-LICENSE.txt`
beside `Himegari.dll` for development playback.
## Engine (C#) — VM core, CLI, Godot frontend