mirror of
https://github.com/robbert-vdh/yabridge.git
synced 2026-05-16 13:40:05 +02:00
Request and deserialize plugin factory from plugin
This commit is contained in:
@@ -16,6 +16,42 @@
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#include "vst3.h"
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#include "src/common/serialization/vst3.h"
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#include "vst3-impls.h"
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// There are still some design decisions that need some more thought
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// TODO: Check whether `IPlugView::isPlatformTypeSupported` needs special
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// handling.
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// TODO: The documentation mentions that private communication through VST3's
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// message system should be handled on a separate timer thread. Do we
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// need special handling for this on the Wine side (e.g. during the event
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// handling loop)? Probably not, since the actual host should manage all
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// messaging.
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// TODO: The docs very explicitly mention that
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// the`IComponentHandler::{begin,perform,end}Edit()` functions have to be
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// called from the UI thread. Should we have special handling for this or
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// does everything just magically work out?
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// TODO: Something that's not relevant here but that will require some thinking
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// is that VST3 requires all plugins to be installed in ~/.vst3. I can
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// think of two options and I"m not sure what's the best one:
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//
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// 1. We can add the required files for the Linux VST3 plugin to the
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// location of the Windows VST3 plugin (by adding some files to the
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// bundle or creating a bundle next to it) and then symlink that bundle
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// to ~/.vst3.
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// 2. We can create the bundle in ~/.vst3 and symlink the Windows plugin
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// and all of its resources into bundle as if they were also installed
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// there.
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//
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// The second one sounds much better, but it will still need some more
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// consideration. Aside from that VST3 plugins also have a centralized
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// preset location, even though barely anyone uses it, yabridgectl will
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// also have to make a symlink of that. Also, yabridgectl will need to do
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// some extra work there to detect removed plugins.
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// TODO: Also symlink presets, and allow pruning broken symlinks there as well
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// TODO: And how do we choose between 32-bit and 64-bit versions of a VST3
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// plugin if they exist? Config files?
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Vst3PluginBridge::Vst3PluginBridge()
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: PluginBridge(
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PluginType::vst3,
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@@ -34,6 +70,13 @@ Vst3PluginBridge::Vst3PluginBridge()
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// host
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connect_sockets_guarded();
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// Set up the plugin factory, since this is the first thing the host will
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// request after loading the module
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plugin_factory = std::make_unique<YaPluginFactoryPluginImpl>(*this);
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sockets.host_vst_control.receive_into(
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WantsPluginFactory{}, *plugin_factory,
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std::pair<Vst3Logger&, bool>(logger, true));
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// Now that communication is set up the Wine host can send callbacks to this
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// bridge class, and we can send control messages to the Wine host. This
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// messaging mechanism is how we relay the VST3 communication protocol. As a
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@@ -18,6 +18,7 @@
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#include <thread>
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#include "../..//common/serialization/vst3/plugin-factory.h"
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#include "../../common/communication/vst3.h"
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#include "../../common/logging/vst3.h"
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#include "common.h"
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@@ -63,4 +64,17 @@ class Vst3PluginBridge : PluginBridge<Vst3Sockets<std::jthread>> {
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* `PluginBridge::generic_logger`.
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*/
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Vst3Logger logger;
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public:
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/**
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* Our plugin factory. This will be set up directly after initialization.
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* All information about the plugin and its supported classes are copied
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* directly from the Windows VST3 plugin's factory on the Wine side, and
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* we'll provide an implementation that can send control messages to the
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* Wine plugin host.
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*
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* A pointer to this implementation will be returned to the host in
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* GetPluginFactory().
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*/
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std::unique_ptr<YaPluginFactory> plugin_factory;
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};
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+12
-99
@@ -17,9 +17,6 @@
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#include <public.sdk/source/main/pluginfactory.h>
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#include "bridges/vst3.h"
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// TODO: Remove include, instantiating and returning the `YaPluginFactory`
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// should be done in `Vst3PluginBridge`
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#include "src/plugin/bridges/vst3-impls.h"
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#include <public.sdk/source/main/linuxmain.cpp>
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@@ -76,101 +73,17 @@ SMTG_EXPORT_SYMBOL Steinberg::IPluginFactory* PLUGIN_API GetPluginFactory() {
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// The host should have called `InitModule()` first
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assert(bridge);
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// TODO: Instead of using gPluginFactory we'll use a field in
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// `Vst3PluginBridge`
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// TODO: First thing we should do is query the factory on the Wine side and
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// preset a copy of it to the host. The important bits there are that
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// we use the same interface version as the one presented the plugin.
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// TODO: We have two options for the implementation:
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// 1. We can query the interface version, and then have three
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// different implementations for the interface version.
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// 2. We can implement version 3, but copy the iid from the plugin so
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// it always uses the correct version.
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return bridge->plugin_factory.get();
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// TODO: Remove, this is just for type checking
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if (false) {
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boost::asio::local::stream_protocol::socket* socket;
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YaPluginFactoryPluginImpl object(*bridge);
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write_object(*socket, object);
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}
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if (!gPluginFactory) {
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// TODO: Here we want to:
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// 1) Load the plugin on the Wine host
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// 2) Create a factory using the plugins PFactoryInfo
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// 3) Get all PClassInfo{,2,W} objects from the plugin, register
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// those classes.
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//
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// We should wrap this in our `Vst3PluginBridge`
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// TODO: We should also create a list of which extensions we have
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// already implemented and which are left
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// TODO: And when we get a query for some interface that we do not (yet)
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// support, we should print some easy to spot warning message
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// TODO: Check whether `IPlugView::isPlatformTypeSupported` needs
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// special handling.
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// TODO: Should we always use plugin groups or for VST3 plugins? Since
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// they seem to be very keen on sharing resources and leaving
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// modules loaded.
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// TODO: The documentation mentions that private communication through
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// VST3's message system should be handled on a separate timer
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// thread. Do we need special handling for this on the Wine side
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// (e.g. during the event handling loop)? Probably not, since the
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// actual host should manage all messaging.
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// TODO: The docs very explicitly mention that
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// the`IComponentHandler::{begin,perform,end}Edit()` functions
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// have to be called from the UI thread. Should we have special
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// handling for this or does everything just magically work out?
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// TODO: Something that's not relevant here but that will require some
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// thinking is that VST3 requires all plugins to be installed in
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// ~/.vst3. I can think of two options and I"m not sure what's the
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// best one:
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//
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// 1. We can add the required files for the Linux VST3 plugin to
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// the location of the Windows VST3 plugin (by adding some
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// files to the bundle or creating a bundle next to it) and
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// then symlink that bundle to ~/.vst3.
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// 2. We can create the bundle in ~/.vst3 and symlink the Windows
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// plugin and all of its resources into bundle as if they were
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// also installed there.
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//
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// The second one sounds much better, but it will still need some
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// more consideration. Aside from that VST3 plugins also have a
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// centralized preset location, even though barely anyone uses it,
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// yabridgectl will also have to make a symlink of that. Also,
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// yabridgectl will need to do some extra work there to detect
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// removed plugins.
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// TODO: Also symlink presets, and allow pruning broken symlinks there
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// as well
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// TODO: And how do we choose between 32-bit and 64-bit versions of a
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// VST3 plugin if they exist? Config files?
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// static Steinberg::PFactoryInfo factoryInfo(vendor, url, email,
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// flags); gPluginFactory = new Steinberg::CPluginFactory(factoryInfo);
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//
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// {
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// Steinberg::TUID lcid = cid;
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// static Steinberg::PClassInfo componentClass(lcid, cardinality,
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// category, name);
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// gPluginFactory->registerClass(&componentClass, createMethod);
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// }
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// {
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// Steinberg::TUID lcid = cid;
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// static Steinberg::PClassInfo2 componentClass(
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// lcid, cardinality, category, name, classFlags, subCategories,
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// 0, version, sdkVersion);
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// gPluginFactory->registerClass(&componentClass, createMethod);
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// }
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// {
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// TUID lcid = cid;
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// static Steinberg::PClassInfoW componentClass(
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// lcid, cardinality, category, name, classFlags, subCategories,
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// 0, version, sdkVersion);
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// gPluginFactory->registerClass(&componentClass, createMethod);
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// }
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} else {
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gPluginFactory->addRef();
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}
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return gPluginFactory;
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// TODO: In the normal implementation of this function they manually call
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// part of the reference counting mechanism. Is this something we also
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// have to? And how does the `delete self` in the `removeRef()` play
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// with our `std::unique_ptr` (aka, should we also use IPtr here)? The
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// normal implementation looks like this:
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// if (!gPluginFactory) {
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// // Instantiate the factory
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// } else {
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// gPluginFactory->addRef();
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// }
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// return gPluginFactory;
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}
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