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Further describe the architecture
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@@ -119,76 +119,89 @@ variables:
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I started this project because the alternatives were either unmaintained, not
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self-contained or very difficult to work with. With this implementation I'd like
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to prioritize maintainability and correctness, even if it would cause slightly
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more overhead than a more optimized solution would. Please let me know if you
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have any suggestions on how to improve this!
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to prioritize maintainability and correctness, with performance being a
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secondary goal. Please let me know if you have any suggestions on how to improve
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this!
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## Architecture
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The project consists of two components, a Linux native VST plugin
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(`libyabridge.so`) and a VST host that runs under Wine
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(`yabridge-host.exe`/`yabridge-host.exe.so`). I'll refer to a copy or symlink of
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`libyabridge.so` as _the plugin_, the native Linux VST host that's hosting the
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plugin as _the native VST host_, the Wine VST host that's hosting a Windows
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`.dll` file as _the Wine VST host_, and the Windows VST plugin that's loaded in
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the Wine VST host is simply the _Windows VST plugin_. The whole process works as
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follows:
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(`yabridge-host.exe`/`yabridge-host.exe.so`). I'll refer to a copy of or a
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symlink to `libyabridge.so` as _the plugin_, the native Linux VST host that's
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hosting the plugin as _the native VST host_, the Wine VST host that's hosting a
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Windows `.dll` file as _the Wine VST host_, and the Windows VST plugin that's
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loaded in the Wine VST host is simply the _Windows VST plugin_. The whole
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process works as follows:
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1. Some copy of or a symlink to `libyabridge.so` gets loaded as a VST plugin in
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a Linux VST host. This file should have been renamed to match a Windows VST
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plugin `.dll` file in the same directory. For instance, if there's a
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`Serum_x64.dll` file you'd like to bridge, then `libyabridge.so` should be
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renamed to `Serum_x64.so`.
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`Serum_x64.dll` file you'd like to bridge, then there should be a symlink to
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`libyabridge.so` named `Serum_x64.so`.
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2. The plugin first attempts to locate:
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- The location of `yabridge-host.exe`. For this it will first search for the
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file either alongside plugin. This is useful for development, as it allows
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you to use a symlink to `libyabridge.so` from the build directory causing
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yabridge to use the corresponding `yabridge-host.exe` from the same build
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directory. If this file can't be found, it will fall back to searching
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through the search path.
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- The wine prefix plugin is located in
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file either alongside `libyabridge.so`. This is useful for development, as
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it allows you to use a symlink from the build directory to cause yabridge
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to use the `yabridge-host.exe` from that same build directory. If this file
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can't be found, then it will fall back to searching through the search path.
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- The wine prefix plugin is located in.
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- The corresponding Windows VST plugin `.dll` file.
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3. The plugin then sets up a Unix domain socket endpoint to communicate with the
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Wine VST host somewhere in a temporary directory. I chose to use Unix domain
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sockets rather than shared memory to avoid having to do manual
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synchronization and because they have very low overhead. This also makes it
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possible to send arbitrarily large data without having to split it into
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chunks first, which is useful for transmitting audio and preset data.
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Wine VST host somewhere in a temporary directory and starts listening on it.
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I chose to use Unix domain sockets rather than shared memory because this way
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you get low latency communication with without any busy waits or manual
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synchronisation for free. The added benefit is that it also makes it possible
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to send arbitrarily large data without having to split it up into chunks
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first, which is useful for transmitting audio and preset data which may have
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any arbitrary size.
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4. The plugin launches the Wine VST host in the detected wine prefix, passing
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the name of the `.dll` file it should be loading and the path to the Unix
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domain socket that was just created.
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5. Communication gets set up using multiple sockets over the same end point.
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This allows us to use blocking read operations while handling a certain event
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type to avoid receiving messages out of order. The following types of events
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get assigned a socket:
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This allows us to use blocking read operations from multiple threads to
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handle multiple different events without the risk of receiving packets in the
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wrong order. The following types of events get assigned a socket:
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- Calls from the native VST host to the plugin's `dispatch()` function. These
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get forwarded to the Windows VST plugin through the Wine VST host.
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- Host callback calls from the Windows VST plugin loaded into the Wine VST
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host through the `audioMasterCallback` function. These get forwarded to the
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native VST host through the plugin.
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Both the `dispatch()` and `audioMasterCallback()` functions are handled in
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the same way, with some minor variations on how payload data gets
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serialized depending on the opcode of the event being sent.
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- Calls from the native VST host to the plugin's `getParameter()` and
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`setParameter()` functions. Both functions get forwarded to the Windows VST plugin
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through the Wine VST host using a single socket.
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`setParameter()` functions. Both functions get forwarded to the Windows VST
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plugin through the Wine VST host using a single socket because they're very
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similar and don't need any complicated behaviour.
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- Calls from the native VST host to the plugin's `process()` and
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`processReplacing()` functions. Both functions get forwarded to the Windows
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VST plugin through the Wine VST host using a single socket.
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VST plugin through the Wine VST host using a single socket. The `process()`
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function has been deprecated, so a VST host will never call it if
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`processReplacing()` is supported by the plugin.
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- Updates of the Windows VST plugin's `AEffect` object. This object tells the
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host about the plugin's capabilities. A copy of this is sent over a socket
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from the Wine VST hsot to the plugin after it loads the Windows VST plugin
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so it can return a pointer to it to the native VST host. Whenever this
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struct updates, the Windows VST plugin will call the `audioMasterIOChanged`
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host callback and we'll repeat this process.
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The first step when passing through any of these function calls over a socket
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is to serialize the function's parameters as binary data. Both request and
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the corresponding response objects for all of these function calls can be
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found in `src/common/communication.h`, along with functions to read and write
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these objects over streams and sockets. The actual binary serialization is
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handled using [bitsery](https://github.com/fraillt/bitsery).
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The operations described above are all handled by first serializing the
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function parameters and any payload into an object before they can be sent
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over a socket. The objects used for encoding both the requests and and the
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responses for theses events can be found in `src/common/communication.h`
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along with functions that read and write these objects over streams and
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sockets. The actual binary serialization is handled using
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[bitsery](https://github.com/fraillt/bitsery).
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6. The Wine VST host loads the Windows VST plugin and starts forwarding messages
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over the sockets described above.
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7. After the Windows VST plugin has started loading we will forward all values
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from the plugin's `AEffect` struct to the Linux native VST plugin. After this
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point the plugin will stop blocking and has finished loading.
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TODO: Do plugins update their `AEffect` struct update itself after
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initialization? For instance to change the number of parameters. Is there any
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way to catch this other than checking for updates ourselves?
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from the plugin's `AEffect` struct to the Linux native VST plugin using the
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socket described above. After this point the plugin will stop blocking and
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has finished loading.
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