SOLVED
——
[Sorry, I posted the wrong solution before.]
There actually was no problem. We were taking our timing measurements at the wrong points.
We were effectively measuring two things instead of just one:
1 – FFmpeg’s decode function
2 – Conversion from YUV to RGB (our own code)
… and our YUV to RGB functionality — which relies heavily on two inline functions — wasn’t getting inlined by the Visual Studio compiler, when building the Debug build:
On a Mac in Xcode, when building a Debug build, the setting for inline functions actually being unrolled is set (ie: inlines are properly inlined, even in Debug builds [by default]).
However, in Visual Studio, inlines are not unrolled **by default** in Debug builds.
Enabling inline function unrolling in the Debug build settings of our project fixed the problem.
Now the Windows build is performing as well as the Mac build.
… The bigger point to take from this is just that we were measuring too much activity and not just the FFmpeg decode function itself.
FFmpeg was performing fine all along.
One of our own project settings (as it related to our own code) was what was causing the long delay.